1 #include "sv_pinata.qh"
3 string autocvar_g_pinata;
4 REGISTER_MUTATOR(pinata, expr_evaluate(autocvar_g_pinata) && !MUTATOR_IS_ENABLED(mutator_instagib) && !MUTATOR_IS_ENABLED(ok));
6 MUTATOR_HOOKFUNCTION(pinata, PlayerDies)
8 entity frag_target = M_ARGV(2, entity);
10 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
12 .entity weaponentity = weaponentities[slot];
14 if(frag_target.(weaponentity).m_weapon == WEP_Null)
17 FOREACH(Weapons, it != WEP_Null, {
18 if(STAT(WEAPONS, frag_target) & WepSet_FromWeapon(it))
19 if(frag_target.(weaponentity).m_weapon != it)
20 if(W_IsWeaponThrowable(frag_target, it.m_id))
21 W_ThrowNewWeapon(frag_target, it.m_id, false, CENTER_OR_VIEWOFS(frag_target), randomvec() * 175 + '0 0 325', weaponentity);
28 MUTATOR_HOOKFUNCTION(pinata, BuildMutatorsString)
30 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Pinata");
33 MUTATOR_HOOKFUNCTION(pinata, BuildMutatorsPrettyString)
35 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", PiƱata");