4 CORE laser vortex lg rl cry gl elec hagar fireb hook
8 NEW rifle hlac minel seeker
9 IDEAS OPEN flak OPEN FUN FUN FUN FUN
13 How this mutator works:
14 =======================
16 When a gun tries to spawn, this mutator is called. It will provide alternate
22 "classname" "weapon_vortex"
25 -> This will spawn as Rifle in this mutator ONLY, and as Vortex otherwise.
28 "classname" "weapon_vortext"
29 "new_toys" "vortex rifle"
31 -> This will spawn as either Vortex or Rifle in this mutator ONLY, and as Vortex otherwise.
34 "classname" "weapon_vortex"
37 -> This is always a Vortex.
39 If the map specifies no "new_toys" argument
41 There will be two default replacements selectable: "replace all" and "replace random".
42 In "replace all" mode, e.g. Vortex will have the default replacement "rifle".
43 In "replace random" mode, Vortex will have the default replacement "vortex rifle".
45 This mutator's replacements run BEFORE regular weaponreplace!
47 The New Toys guns do NOT get a spawn function, so they can only ever be spawned
48 when this mutator is active.
50 Likewise, warmup, give all, give ALL and impulse 99 will not give them unless
51 this mutator is active.
53 Outside this mutator, they still can be spawned by:
54 - setting their start weapon cvar to 1
57 - weaponarena (but all and most weapons arena again won't include them)
59 This mutator performs the default replacements on the DEFAULTS of the
60 start weapon selection.
62 These weapons appear in the menu's priority list, BUT get a suffix
65 Picking up a "new toys" weapon will not play standard weapon pickup sound, but
66 roflsound "New toys, new toys!" sound.
70 bool nt_IsNewToy(int w);
72 REGISTER_MUTATOR(nt, cvar("g_new_toys") && !cvar("g_instagib") && !cvar("g_overkill"))
76 if(time > 1) // game loads at time 1
77 error("This cannot be added at runtime\n");
79 // mark the guns as ok to use by e.g. impulse 99
80 FOREACH(Weapons, it != WEP_Null, LAMBDA(
81 if(nt_IsNewToy(it.m_id))
82 it.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
86 MUTATOR_ONROLLBACK_OR_REMOVE
88 FOREACH(Weapons, it != WEP_Null, LAMBDA(
89 if(nt_IsNewToy(it.m_id))
90 it.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
96 LOG_INFO("This cannot be removed at runtime\n");
105 float autocvar_g_new_toys_autoreplace;
106 bool autocvar_g_new_toys_use_pickupsound = true;
107 const float NT_AUTOREPLACE_NEVER = 0;
108 const float NT_AUTOREPLACE_ALWAYS = 1;
109 const float NT_AUTOREPLACE_RANDOM = 2;
111 MUTATOR_HOOKFUNCTION(nt, SetModname)
117 bool nt_IsNewToy(int w)
121 case WEP_SEEKER.m_id:
122 case WEP_MINE_LAYER.m_id:
125 case WEP_SHOCKWAVE.m_id:
132 string nt_GetFullReplacement(string w)
136 case "hagar": return "seeker";
137 case "devastator": return "minelayer";
138 case "machinegun": return "hlac";
139 case "vortex": return "rifle";
140 //case "shotgun": return "shockwave";
141 default: return string_null;
145 string nt_GetReplacement(string w, float m)
147 if(m == NT_AUTOREPLACE_NEVER)
149 string s = nt_GetFullReplacement(w);
152 if(m == NT_AUTOREPLACE_RANDOM)
153 s = strcat(w, " ", s);
157 MUTATOR_HOOKFUNCTION(nt, SetStartItems)
159 // rearrange start_weapon_default
160 // apply those bits that are set by start_weapon_defaultmask
166 WepSet warmup_newdefault;
168 newdefault = '0 0 0';
169 warmup_newdefault = '0 0 0';
171 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
173 entity e = Weapons_from(i);
174 if(e == WEP_Null) continue;
176 n = tokenize_console(nt_GetReplacement(e.netname, autocvar_g_new_toys_autoreplace));
178 for (j = 0; j < n; ++j)
179 for (k = WEP_FIRST; k <= WEP_LAST; ++k)
181 Weapon w = Weapons_from(k);
182 if (w.netname == argv(j))
184 WepSet seti = e.m_wepset;
185 WepSet setk = w.m_wepset;
186 if (start_weapons & seti) newdefault |= setk;
187 if (warmup_start_weapons & seti) warmup_newdefault |= setk;
192 newdefault &= start_weapons_defaultmask;
193 start_weapons &= ~start_weapons_defaultmask;
194 start_weapons |= newdefault;
196 warmup_newdefault &= warmup_start_weapons_defaultmask;
197 warmup_start_weapons &= ~warmup_start_weapons_defaultmask;
198 warmup_start_weapons |= warmup_newdefault;
203 MUTATOR_HOOKFUNCTION(nt, SetWeaponreplace)
205 // otherwise, we do replace
208 // map defined replacement:
209 ret_string = self.new_toys;
214 ret_string = nt_GetReplacement(other.netname, autocvar_g_new_toys_autoreplace);
217 // apply regular weaponreplace
218 ret_string = W_Apply_Weaponreplace(ret_string);
223 MUTATOR_HOOKFUNCTION(nt, FilterItem)
225 if(nt_IsNewToy(self.weapon) && autocvar_g_new_toys_use_pickupsound) {
226 self.item_pickupsound = string_null;
227 self.item_pickupsound_ent = SND_WEAPONPICKUP_NEW_TOYS;