...its easy. just remove two lines from the gamemode.txt from the .zip
No.
Just no.
It's not as simple as you think.
If you noticed, the entire gamemode relies on both of these weapon packs. It randomly picks through them in the item spawning and player spawning codes.
How to include your own weapons in SMM:
//misc.cs, lines 136 - 140
%tools[0] = "AutomaticPistolItem RevolverItem CarbineSMGItem";
%tools_maf[0] = "StealthPistolItem";
%tools[1] = "MeleeCaneItem MeleeKnifeItem MeleeUmbrellaItem MeleeWrenchItem MeleePanItem taserItem";
%tools[2] = "CleanSprayItem GoldenGunItem PapersItem MedicineItem PaintItem SuitcaseKeyItem LighterItem bodybagItem AmmoSupplyItem RecoveryDeviceItem flashlightItem hookshotItem";
%tools_maf[2] = "DisguiseItem CloakItem falseCorpseItem timeBombItem";
These use item datablocks. So if you want players to spawn with gunItem primary, you just plop it there.
Remember to remove all the missing items, though.
for randomItemSpawn named bricks:
//SMMCore.cs, lines 159 - 161
%choices = "suitcaseKeyItem papersItem paintItem LighterItem CleanSprayItem";
%choices = %choices SPC "MeleeCaneItem MeleeKnifeItem MeleeUmbrellaItem MeleeWrenchItem MeleePanItem";
%choices = %choices SPC "bodybagItem taserItem MedicineItem AmmoSupplyItem flashlightItem";
For suitcases:
//items/suitcase.cs, lines 188 - 195
if (%isLocked) {
%choices = "assaultRifleItem doubleShotgunItem sniperRifleItem fieldRifleItem combatRifleItem stealthPistolItem goldenGunItem";
%choices = %choices TAB "disguiseItem medicineItem ammoSupplyItem recoveryDeviceItem cloakItem bodybagItem";
%choices = %choices TAB "falseCorpseItem flashlightItem hookshotItem paintItem timeBombItem";
}
else {
%choices = "carbineSMGItem gamePistolItem automaticPistolItem singleShotgunItem fieldRifleItem CleanSprayItem";
%choices = %choices TAB "suitcaseKeyItem papersItem lighterItem bodybagItem flashlightItem taserItem paintItem hookshotItem";
}
I think you can figure out what %isLocked weapon list means.