In "replace all" mode, e.g. Nex will have the default replacement "rifle".
In "replace random" mode, Nex will have the default replacement "nex rifle".
+This mutator's replacements run BEFORE regular weaponreplace!
+
The New Toys guns do NOT get a spawn function, so they can only ever be spawned
when this mutator is active.
roflsound "New toys, new toys!" sound.
*/
+
+string i_herd_yo_liek_weaponreplace(string replacement)
+{
+ string newlist;
+ float n = tokenize_console(replacement);
+ string out = "";
+ for(i = 0; i < n; ++i)
+ {
+ string s = argv(i);
+ string r = cvar_string(strcat("g_weaponreplace_", s));
+ if(r == "")
+ out = strcat(out, " ", s);
+ else if(r != "0")
+ out = strcat(out, " ", r);
+ }
+ return substring(out, 1);
+}
+
+MUTATOR_HOOKFUNCTION(nt_SetModname)
+{
+ modname = "NewToys";
+ return 0;
+}
+
+MUTATOR_HOOKFUNCTION(nt_SetStartItems)
+{
+ // rearrange start_weapon_default
+ // apply those bits that are set by start_weapon_defaultmask
+ // same for warmup
+ // TODO
+ return 0;
+}
+
+MUTATOR_DEFINITION(mutator_new_toys)
+{
+ MUTATOR_HOOK(SetModname, nt_SetModname, CBC_ORDER_ANY);
+ MUTATOR_HOOK(SetStartItems, nix_SetStartItems, CBC_ORDER_ANY);
+
+ MUTATOR_ONADD
+ {
+ if(time > 1) // game loads at time 1
+ error("This cannot be added at runtime\n");
+ }
+ MUTATOR_ONREMOVE
+ {
+ error("This cannot be removed at runtime\n");
+ }
+
+ return 0;
+}