#include "new_toys.qh" #include // TODO: unhardcode this bool nt_IsNewToy(int w) { switch (w) { case WEP_SEEKER.m_id: case WEP_MINE_LAYER.m_id: case WEP_HLAC.m_id: case WEP_RIFLE.m_id: case WEP_ARC.m_id: return true; default: return false; } } #ifdef MENUQC #include #include METHOD(MutatorNewToys, describe, string(MutatorNewToys this)) { TC(MutatorNewToys, this); PAGE_TEXT_INIT(); PAR(_("The %s mutator, enabled by default, allows the spawning of new gimmicky weapons, sometimes replacing a core weapon."), COLORED_NAME(this)); PAR(_("Since these weapons can't spawn in %s and %s, the %s mutator can't be enabled concurrently."), COLORED_NAME(MUTATOR_mutator_instagib), COLORED_NAME(MUTATOR_ok), COLORED_NAME(this)); PAR(_("The current %s weapons are:"), COLORED_NAME(this)); // do it like this so that the string doesn't need to change when the list is updated FOREACH(Weapons, nt_IsNewToy(it.m_id), { PAGE_TEXT = strcat(PAGE_TEXT, "\n* ", COLORED_NAME(it)); }); return PAGE_TEXT; } #endif