#include "../_all.qh" #include "mutator.qh" /* CORE laser vortex lg rl cry gl elec hagar fireb hook vaporizer porto tuba NEW rifle hlac minel seeker IDEAS OPEN flak OPEN FUN FUN FUN FUN How this mutator works: ======================= When a gun tries to spawn, this mutator is called. It will provide alternate weaponreplace lists. Entity: { "classname" "weapon_vortex" "new_toys" "rifle" } -> This will spawn as Rifle in this mutator ONLY, and as Vortex otherwise. { "classname" "weapon_vortext" "new_toys" "vortex rifle" } -> This will spawn as either Vortex or Rifle in this mutator ONLY, and as Vortex otherwise. { "classname" "weapon_vortex" "new_toys" "vortex" } -> This is always a Vortex. If the map specifies no "new_toys" argument There will be two default replacements selectable: "replace all" and "replace random". In "replace all" mode, e.g. Vortex will have the default replacement "rifle". In "replace random" mode, Vortex will have the default replacement "vortex 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. Likewise, warmup, give all, give ALL and impulse 99 will not give them unless this mutator is active. Outside this mutator, they still can be spawned by: - setting their start weapon cvar to 1 - give weaponname - weaponreplace - weaponarena (but all and most weapons arena again won't include them) This mutator performs the default replacements on the DEFAULTS of the start weapon selection. These weapons appear in the menu's priority list, BUT get a suffix "(Mutator weapon)". Picking up a "new toys" weapon will not play standard weapon pickup sound, but roflsound "New toys, new toys!" sound. */ .string new_toys; float autocvar_g_new_toys_autoreplace; bool autocvar_g_new_toys_use_pickupsound = true; const float NT_AUTOREPLACE_NEVER = 0; const float NT_AUTOREPLACE_ALWAYS = 1; const float NT_AUTOREPLACE_RANDOM = 2; MUTATOR_HOOKFUNCTION(nt_SetModname) { modname = "NewToys"; return 0; } float nt_IsNewToy(float w) { switch(w) { case WEP_SEEKER.m_id: case WEP_MINE_LAYER.m_id: case WEP_HLAC.m_id: case WEP_RIFLE.m_id: case WEP_SHOCKWAVE.m_id: return true; default: return false; } } string nt_GetFullReplacement(string w) { switch(w) { case "hagar": return "seeker"; case "devastator": return "minelayer"; case "machinegun": return "hlac"; case "vortex": return "rifle"; //case "shotgun": return "shockwave"; default: return string_null; } } string nt_GetReplacement(string w, float m) { if(m == NT_AUTOREPLACE_NEVER) return w; string s = nt_GetFullReplacement(w); if (!s) return w; if(m == NT_AUTOREPLACE_RANDOM) s = strcat(w, " ", s); return s; } MUTATOR_HOOKFUNCTION(nt_SetStartItems) { // rearrange start_weapon_default // apply those bits that are set by start_weapon_defaultmask // same for warmup float i, j, k, n; WepSet newdefault; WepSet warmup_newdefault; newdefault = '0 0 0'; warmup_newdefault = '0 0 0'; for(i = WEP_FIRST; i <= WEP_LAST; ++i) { entity e = get_weaponinfo(i); if(!e.weapon) continue; n = tokenize_console(nt_GetReplacement(e.netname, autocvar_g_new_toys_autoreplace)); for(j = 0; j < n; ++j) for(k = WEP_FIRST; k <= WEP_LAST; ++k) if(get_weaponinfo(k).netname == argv(j)) { if(start_weapons & WepSet_FromWeapon(i)) newdefault |= WepSet_FromWeapon(k); if(warmup_start_weapons & WepSet_FromWeapon(i)) warmup_newdefault |= WepSet_FromWeapon(k); } } newdefault &= start_weapons_defaultmask; start_weapons &= ~start_weapons_defaultmask; start_weapons |= newdefault; warmup_newdefault &= warmup_start_weapons_defaultmask; warmup_start_weapons &= ~warmup_start_weapons_defaultmask; warmup_start_weapons |= warmup_newdefault; return 0; } MUTATOR_HOOKFUNCTION(nt_SetWeaponreplace) { // otherwise, we do replace if(self.new_toys) { // map defined replacement: ret_string = self.new_toys; } else { // auto replacement: ret_string = nt_GetReplacement(other.netname, autocvar_g_new_toys_autoreplace); } // apply regular weaponreplace ret_string = W_Apply_Weaponreplace(ret_string); return 0; } MUTATOR_HOOKFUNCTION(nt_FilterItem) { if(nt_IsNewToy(self.weapon) && autocvar_g_new_toys_use_pickupsound) self.item_pickupsound = W_Sound("weaponpickup_new_toys"); return 0; } MUTATOR_DEFINITION(mutator_new_toys) { MUTATOR_HOOK(SetModname, nt_SetModname, CBC_ORDER_ANY); MUTATOR_HOOK(SetStartItems, nt_SetStartItems, CBC_ORDER_ANY); MUTATOR_HOOK(SetWeaponreplace, nt_SetWeaponreplace, CBC_ORDER_LAST); MUTATOR_HOOK(FilterItem, nt_FilterItem, CBC_ORDER_ANY); MUTATOR_ONADD { if(time > 1) // game loads at time 1 error("This cannot be added at runtime\n"); precache_sound(W_Sound("weaponpickup_new_toys")); // mark the guns as ok to use by e.g. impulse 99 float i; for(i = WEP_FIRST; i <= WEP_LAST; ++i) if(nt_IsNewToy(i)) get_weaponinfo(i).spawnflags &= ~WEP_FLAG_MUTATORBLOCKED; } MUTATOR_ONROLLBACK_OR_REMOVE { float i; for(i = WEP_FIRST; i <= WEP_LAST; ++i) if(nt_IsNewToy(i)) get_weaponinfo(i).spawnflags |= WEP_FLAG_MUTATORBLOCKED; } MUTATOR_ONREMOVE { LOG_INFO("This cannot be removed at runtime\n"); return -1; } return 0; }