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simulated function DropWeapon()
{
local XGWeapon kWeapon;
local Vector vLoc;
local Rotator rRot;
local XComWeapon kXComWeapon;
// Lose the weapon we're holding here. Drop it or launch it.
kWeapon = GetInventory().GetActiveWeapon();
if (kWeapon != none && GetPawn().m_bDropWeaponOnDeath )
{
kXComWeapon = XComWeapon(kWeapon.m_kEntity);
m_kPawn.Mesh.GetSocketWorldLocationAndRotation(kXComWeapon.DefaultSocket, vLoc, rRot);
m_kPawn.Mesh.DetachComponent(kXComWeapon.Mesh);
kXComWeapon.SetBase(None);
kWeapon.m_kEntity.AttachComponent(kXComWeapon.Mesh);
SkeletalMeshComponent(kXComWeapon.Mesh).SetPhysicsAsset(SkeletalMeshComponent(kXComWeapon.Mesh).PhysicsAsset, true);
//GetInventory().DropItem( kWeapon );
//GetInventory().UnequipItem();
kWeapon.m_kEntity.CollisionComponent = kXComWeapon.Mesh;
SkeletalMeshComponent(kXComWeapon.Mesh).PhysicsWeight=1.0f;
SkeletalMeshComponent(kXComWeapon.Mesh).ForceSkelUpdate();
SkeletalMeshComponent(kXComWeapon.Mesh).UpdateRBBonesFromSpaceBases(TRUE, TRUE);
SkeletalMeshComponent(kXComWeapon.Mesh).bSyncActorLocationToRootRigidBody=true;
kXComWeapon.Mesh.WakeRigidBody();
kWeapon.m_kEntity.SetPhysics(PHYS_RigidBody /*PHYS_None*/);
kWeapon.m_kEntity.SetHidden(false);
kWeapon.m_kEntity.SetLocation(vLoc);
kWeapon.m_kEntity.SetRotation(rRot);
SkeletalMeshComponent(kXComWeapon.Mesh).SetRBPosition(vLoc);
SkeletalMeshComponent(kXComWeapon.Mesh).SetRBRotation(rRot);
SkeletalMeshComponent(kXComWeapon.Mesh).SetRBLinearVelocity(vect(0,0,0), false);
SkeletalMeshComponent(kXComWeapon.Mesh).SetRBAngularVelocity(vect(0,0,0), false);
}
}