.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;
case "devastator": return "minelayer";
case "machinegun": return "hlac";
case "vortex": return "rifle";
- case "shotgun": return "shockwave";
+ //case "shotgun": return "shockwave";
default: return string_null;
}
}
}
MUTATOR_HOOKFUNCTION(nt_SetWeaponreplace)
-{
+{SELFPARAM();
// otherwise, we do replace
if(self.new_toys)
{
}
MUTATOR_HOOKFUNCTION(nt_FilterItem)
-{
- if(nt_IsNewToy(self.weapon))
- self.item_pickupsound = W_Sound("weaponpickup_new_toys");
+{SELFPARAM();
+ if(nt_IsNewToy(self.weapon) && autocvar_g_new_toys_use_pickupsound) {
+ self.item_pickupsound = string_null;
+ self.item_pickupsound_ent = SND_WEAPONPICKUP_NEW_TOYS;
+ }
return 0;
}
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)