// WEAPONTODO: rename the cvars
REGISTER_MUTATOR(weaponarena_random, true);
+MUTATOR_HOOKFUNCTION(weaponarena_random, SetStartItems)
+{
+ if(g_weaponarena)
+ g_weaponarena_random = cvar("g_weaponarena_random");
+ else
+ g_weaponarena_random = 0;
+
+ g_weaponarena_random_with_blaster = cvar("g_weaponarena_random_with_blaster");
+}
+
MUTATOR_HOOKFUNCTION(weaponarena_random, PlayerSpawn)
{
if (!g_weaponarena_random) return;
entity player = M_ARGV(0, entity);
- if (g_weaponarena_random_with_blaster) player.weapons &= ~WEPSET(BLASTER);
- W_RandomWeapons(player, g_weaponarena_random);
- if (g_weaponarena_random_with_blaster) player.weapons |= WEPSET(BLASTER);
+ if (g_weaponarena_random_with_blaster) STAT(WEAPONS, player) &= ~WEPSET(BLASTER);
+ STAT(WEAPONS, player) = W_RandomWeapons(player, STAT(WEAPONS, player), g_weaponarena_random);
+ if (g_weaponarena_random_with_blaster) STAT(WEAPONS, player) |= WEPSET(BLASTER);
+}
+
+MUTATOR_HOOKFUNCTION(weaponarena_random, GiveFragsForKill)
+{
+ if(!g_weaponarena_random) return;
+ entity attacker = M_ARGV(0, entity);
+ entity targ = M_ARGV(1, entity);
+ float deathtype = M_ARGV(3, float);
+ entity wep_ent = M_ARGV(4, entity);
+ .entity weaponentity = wep_ent.weaponentity_fld;
+
+ if(targ == attacker) return; // not for suicides
+
+ // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
+ Weapon culprit = DEATH_WEAPONOF(deathtype);
+ if(!culprit) culprit = wep_ent.m_weapon;
+ else if(!(STAT(WEAPONS, attacker) & (culprit.m_wepset))) culprit = wep_ent.m_weapon;
+
+ if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER)
+ {
+ // no exchange
+ }
+ else
+ {
+ if(!GiveFrags_randomweapons)
+ {
+ GiveFrags_randomweapons = new(GiveFrags_randomweapons);
+ }
+
+ if(warmup_stage)
+ STAT(WEAPONS, GiveFrags_randomweapons) = WARMUP_START_WEAPONS;
+ else
+ STAT(WEAPONS, GiveFrags_randomweapons) = start_weapons;
+
+ // all others (including the culprit): remove
+ STAT(WEAPONS, GiveFrags_randomweapons) &= ~STAT(WEAPONS, attacker);
+ STAT(WEAPONS, GiveFrags_randomweapons) &= ~(culprit.m_wepset);
+
+ // among the remaining ones, choose one by random
+ STAT(WEAPONS, GiveFrags_randomweapons) = W_RandomWeapons(GiveFrags_randomweapons, STAT(WEAPONS, GiveFrags_randomweapons), 1);
+
+ if(STAT(WEAPONS, GiveFrags_randomweapons))
+ {
+ STAT(WEAPONS, attacker) |= STAT(WEAPONS, GiveFrags_randomweapons);
+ STAT(WEAPONS, attacker) &= ~(culprit.m_wepset);
+ }
+ }
+
+ // after a frag, choose another random weapon set
+ if (!(STAT(WEAPONS, attacker) & WepSet_FromWeapon(wep_ent.m_weapon)))
+ W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker, weaponentity), weaponentity);
}