string GetGametype(); // g_world.qc
void readlevelcvars(void)
{
- // first load all the mutators
- if(cvar("g_invincible_projectiles"))
- MUTATOR_ADD(mutator_invincibleprojectiles);
- if(cvar("g_nix"))
- MUTATOR_ADD(mutator_nix);
+ g_minstagib = cvar("g_minstagib");
+
+ // load ALL the mutators
if(cvar("g_dodging"))
MUTATOR_ADD(mutator_dodging);
- if(cvar("g_rocket_flying"))
- MUTATOR_ADD(mutator_rocketflying);
- if(cvar("g_vampire"))
- MUTATOR_ADD(mutator_vampire);
if(cvar("g_spawn_near_teammate"))
MUTATOR_ADD(mutator_spawn_near_teammate);
+ if(cvar("g_physical_items"))
+ MUTATOR_ADD(mutator_physical_items);
+ if(!g_minstagib)
+ {
+ if(cvar("g_invincible_projectiles"))
+ MUTATOR_ADD(mutator_invincibleprojectiles);
+ if(cvar("g_new_toys"))
+ MUTATOR_ADD(mutator_new_toys);
+ if(cvar("g_nix"))
+ MUTATOR_ADD(mutator_nix);
+ if(cvar("g_rocket_flying"))
+ MUTATOR_ADD(mutator_rocketflying);
+ if(cvar("g_vampire"))
+ MUTATOR_ADD(mutator_vampire);
+ }
// is this a mutator? is this a mode?
if(cvar("g_sandbox"))
MUTATOR_HOOKABLE(SetModname);
// OUT
string modname; // name of the mutator/mod if it warrants showing as such in the server browser
+
+MUTATOR_HOOKABLE(Item_Spawn);
+ // called for each item being spawned on a map, including dropped weapons
+ // return 1 to remove an item
+ // INPUT
+ entity self; // the item
+
+ MUTATOR_HOOKABLE(SetWeaponreplace);
+ // IN
+ entity self; // map entity
+ entity other; // weapon info
+ // IN+OUT
+ string ret_string;
MUTATOR_DECLARATION(gamemode_keepaway);
MUTATOR_DECLARATION(gamemode_nexball);
+ MUTATOR_DECLARATION(mutator_dodging);
MUTATOR_DECLARATION(mutator_invincibleprojectiles);
+ MUTATOR_DECLARATION(mutator_new_toys);
MUTATOR_DECLARATION(mutator_nix);
- MUTATOR_DECLARATION(mutator_dodging);
MUTATOR_DECLARATION(mutator_rocketflying);
- MUTATOR_DECLARATION(mutator_vampire);
- MUTATOR_DECLARATION(mutator_spawn_near_teammate);
MUTATOR_DECLARATION(mutator_spawn_near_teammate);
+MUTATOR_DECLARATION(mutator_physical_items);
+ MUTATOR_DECLARATION(mutator_vampire);
MUTATOR_DECLARATION(sandbox);