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
16 default values of weaponreplace lists.
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 Also, this mutator performs the default replacements on the DEFAULTS of the
59 start weapon selection.
61 Also: 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 string i_herd_yo_liek_weaponreplace(string replacement)
72 float n = tokenize_console(replacement);
74 for(i = 0; i < n; ++i)
77 string r = cvar_string(strcat("g_weaponreplace_", s));
79 out = strcat(out, " ", s);
81 out = strcat(out, " ", r);
83 return substring(out, 1);
86 MUTATOR_HOOKFUNCTION(nt_SetModname)
92 MUTATOR_HOOKFUNCTION(nt_SetStartItems)
94 // rearrange start_weapon_default
95 // apply those bits that are set by start_weapon_defaultmask
101 MUTATOR_DEFINITION(mutator_new_toys)
103 MUTATOR_HOOK(SetModname, nt_SetModname, CBC_ORDER_ANY);
104 MUTATOR_HOOK(SetStartItems, nix_SetStartItems, CBC_ORDER_ANY);
108 if(time > 1) // game loads at time 1
109 error("This cannot be added at runtime\n");
113 error("This cannot be removed at runtime\n");