3 CORE laser nex lg rl cry gl elec hagar fireb hook
7 NEW rifle hlac minel seeker
8 IDEAS OPEN flak OPEN FUN FUN FUN FUN
12 How this mutator works:
13 =======================
15 When a gun tries to spawn, this mutator is called. It will provide alternate
21 "classname" "weapon_nex"
24 -> This will spawn as Rifle in this mutator ONLY, and as Nex otherwise.
27 "classname" "weapon_nex"
28 "new_toys" "nex rifle"
30 -> This will spawn as either Nex or Rifle in this mutator ONLY, and as Nex otherwise.
33 "classname" "weapon_nex"
36 -> This is always a Nex.
38 If the map specifies no "new_toys" argument
40 There will be two default replacements selectable: "replace all" and "replace random".
41 In "replace all" mode, e.g. Nex will have the default replacement "rifle".
42 In "replace random" mode, Nex will have the default replacement "nex rifle".
44 This mutator's replacements run BEFORE regular weaponreplace!
46 The New Toys guns do NOT get a spawn function, so they can only ever be spawned
47 when this mutator is active.
49 Likewise, warmup, give all, give ALL and impulse 99 will not give them unless
50 this mutator is active.
52 Outside this mutator, they still can be spawned by:
53 - setting their start weapon cvar to 1
56 - weaponarena (but all and most weapons arena again won't include them)
58 This mutator performs the default replacements on the DEFAULTS of the
59 start weapon selection.
61 These weapons appear in the menu's priority list, BUT get a suffix
64 Picking up a "new toys" weapon will not play standard weapon pickup sound, but
65 roflsound "New toys, new toys!" sound.
69 float autocvar_g_new_toys_autoreplace = 2; // 0 = never, 1 = always, 2 = random
71 MUTATOR_HOOKFUNCTION(nt_SetModname)
77 string nt_GetFullReplacement(string w)
81 case "hagar": return "seeker";
82 case "rocketlauncher": return "minelayer";
83 case "uzi": return "hlac";
84 case "nex": return "rifle";
85 default: return string_null;
89 string nt_GetReplacement(string w, float m)
93 string s = nt_GetFullReplacement(w);
97 s = strcat(w, " ", s);
101 MUTATOR_HOOKFUNCTION(nt_SetStartItems)
103 // rearrange start_weapon_default
104 // apply those bits that are set by start_weapon_defaultmask
109 WEPSET_DECLARE_A(newdefault);
110 WEPSET_DECLARE_A(warmup_newdefault);
112 WEPSET_CLEAR_A(newdefault);
113 WEPSET_CLEAR_A(warmup_newdefault);
115 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
117 entity e = get_weaponinfo(i);
121 n = tokenize_console(nt_GetReplacement(e.netname, autocvar_g_new_toys_autoreplace));
123 for(j = 0; j < n; ++j)
124 for(k = WEP_FIRST; k <= WEP_LAST; ++k)
125 if(get_weaponinfo(k).netname == argv(j))
127 if(WEPSET_CONTAINS_AW(start_weapons, i))
128 WEPSET_OR_AW(newdefault, k);
129 if(WEPSET_CONTAINS_AW(warmup_start_weapons, i))
130 WEPSET_OR_AW(warmup_newdefault, k);
134 WEPSET_AND_AA(newdefault, start_weapons_defaultmask);
135 WEPSET_ANDNOT_AA(start_weapons, start_weapons_defaultmask);
136 WEPSET_OR_AA(start_weapons, newdefault);
138 WEPSET_AND_AA(warmup_newdefault, warmup_start_weapons_defaultmask);
139 WEPSET_ANDNOT_AA(warmup_start_weapons, warmup_start_weapons_defaultmask);
140 WEPSET_OR_AA(warmup_start_weapons, warmup_newdefault);
145 MUTATOR_HOOKFUNCTION(nt_SetWeaponreplace)
147 // otherwise, we do replace
150 // map defined replacement:
151 ret_string = self.new_toys;
153 else if(autocvar_g_new_toys_autoreplace)
156 ret_string = nt_GetReplacement(other.netname, autocvar_g_new_toys_autoreplace);
160 ret_string = other.netname;
163 // apply regular weaponreplace
164 ret_string = W_Apply_Weaponreplace(ret_string);
169 MUTATOR_DEFINITION(mutator_new_toys)
171 MUTATOR_HOOK(SetModname, nt_SetModname, CBC_ORDER_ANY);
172 MUTATOR_HOOK(SetStartItems, nt_SetStartItems, CBC_ORDER_ANY);
173 MUTATOR_HOOK(SetWeaponreplace, nt_SetWeaponreplace, CBC_ORDER_LAST);
177 if(time > 1) // game loads at time 1
178 error("This cannot be added at runtime\n");
180 // mark all guns as ok to use by e.g. impulse 99
182 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
184 entity e = get_weaponinfo(i);
186 e.spawnflags &~= WEP_FLAG_MUTATORBLOCKED;
191 error("This cannot be removed at runtime\n");