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)
113 M_ARGV(0, string) = "NewToys";
116 bool nt_IsNewToy(int w)
120 case WEP_SEEKER.m_id:
121 case WEP_MINE_LAYER.m_id:
124 case WEP_SHOCKWAVE.m_id:
131 string nt_GetFullReplacement(string w)
135 case "hagar": return "seeker";
136 case "devastator": return "minelayer";
137 case "machinegun": return "hlac";
138 case "vortex": return "rifle";
139 //case "shotgun": return "shockwave";
140 default: return string_null;
144 string nt_GetReplacement(string w, float m)
146 if(m == NT_AUTOREPLACE_NEVER)
148 string s = nt_GetFullReplacement(w);
151 if(m == NT_AUTOREPLACE_RANDOM)
152 s = strcat(w, " ", s);
156 MUTATOR_HOOKFUNCTION(nt, SetStartItems)
158 // rearrange start_weapon_default
159 // apply those bits that are set by start_weapon_defaultmask
165 WepSet warmup_newdefault;
167 newdefault = '0 0 0';
168 warmup_newdefault = '0 0 0';
170 WepSet seti = '0 0 0';
172 FOREACH(Weapons, it != WEP_Null, LAMBDA(
174 n = tokenize_console(nt_GetReplacement(it.netname, autocvar_g_new_toys_autoreplace));
176 for(j = 0; j < n; ++j)
177 FOREACH(Weapons, it != WEP_Null, LAMBDA(
178 if(it.netname == argv(j))
180 WepSet setk = it.m_wepset;
181 if(start_weapons & seti) newdefault |= setk;
182 if(warmup_start_weapons & seti) warmup_newdefault |= setk;
187 newdefault &= start_weapons_defaultmask;
188 start_weapons &= ~start_weapons_defaultmask;
189 start_weapons |= newdefault;
191 warmup_newdefault &= warmup_start_weapons_defaultmask;
192 warmup_start_weapons &= ~warmup_start_weapons_defaultmask;
193 warmup_start_weapons |= warmup_newdefault;
196 MUTATOR_HOOKFUNCTION(nt, SetWeaponreplace)
198 entity wep = M_ARGV(0, entity);
199 entity wepinfo = M_ARGV(1, entity);
200 string ret_string = M_ARGV(2, string);
202 // otherwise, we do replace
205 // map defined replacement:
206 ret_string = wep.new_toys;
211 ret_string = nt_GetReplacement(wepinfo.netname, autocvar_g_new_toys_autoreplace);
214 // apply regular weaponreplace
215 ret_string = W_Apply_Weaponreplace(ret_string);
217 M_ARGV(2, string) = ret_string;
220 MUTATOR_HOOKFUNCTION(nt, FilterItem)
222 entity item = M_ARGV(0, entity);
224 if(nt_IsNewToy(item.weapon) && autocvar_g_new_toys_use_pickupsound) {
225 item.item_pickupsound = string_null;
226 item.item_pickupsound_ent = SND_WEAPONPICKUP_NEW_TOYS;