if(isSelected)
draw_Fill('0 0 0', '1 1 0', SKINCOLOR_LISTBOX_SELECTED, SKINALPHA_LISTBOX_SELECTED);
e = get_weaponinfo(stof(argv(i)));
- draw_Text(me.realUpperMargin * eY, e.message, me.realFontSize, '1 1 1', SKINALPHA_TEXT, 0);
+ string msg = e.message;
+ if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ msg = sprintf(_("%s (mutator weapon)"), msg);
+ draw_Text(me.realUpperMargin * eY, msg, me.realFontSize, '1 1 1', SKINALPHA_TEXT, 0);
}
float XonoticWeaponsList_keyDown(entity me, float scan, float ascii, float shift)
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.
+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.
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)".
+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.
+Picking up a "new toys" weapon will not play standard weapon pickup sound, but
+roflsound "New toys, new toys!" sound.
*/