7 // Inspired by Player 2
11 MUTATOR_HOOKFUNCTION(gravity_StartFrame)
13 if(gameover || !cvar("g_random_gravity")) return false;
14 if(time < gravity_delay) return false;
15 if(time < game_starttime) return false;
16 if(round_handler_IsActive() && !round_handler_IsRoundStarted()) return false;
18 if(random() >= autocvar_g_random_gravity_negative_chance)
19 cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() - random() * -autocvar_g_random_gravity_negative, autocvar_g_random_gravity_max)));
21 cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() * autocvar_g_random_gravity_positive, autocvar_g_random_gravity_max)));
23 gravity_delay = time + autocvar_g_random_gravity_delay;
25 LOG_TRACE("Gravity is now: ", ftos(autocvar_sv_gravity), "\n");
30 MUTATOR_HOOKFUNCTION(gravity_BuildMutatorsString)
32 ret_string = strcat(ret_string, ":RandomGravity");
36 MUTATOR_HOOKFUNCTION(gravity_BuildMutatorsPrettyString)
38 ret_string = strcat(ret_string, ", Random gravity");
42 MUTATOR_DEFINITION(mutator_random_gravity)
44 MUTATOR_HOOK(SV_StartFrame, gravity_StartFrame, CBC_ORDER_ANY);
45 MUTATOR_HOOK(BuildMutatorsString, gravity_BuildMutatorsString, CBC_ORDER_ANY);
46 MUTATOR_HOOK(BuildMutatorsPrettyString, gravity_BuildMutatorsPrettyString, CBC_ORDER_ANY);
50 cvar_settemp("sv_gravity", cvar_string("sv_gravity")); // settemp current gravity so it's restored on match end