+// Random Gravity
+//
+// Mutator by Mario
+// Inspired by Player 2
+
float gravity_delay;
+
MUTATOR_HOOKFUNCTION(gravity_StartFrame)
{
- if(gameover || !cvar("g_random_gravity")) return FALSE;
+ if(gameover || !cvar("g_random_gravity")) return FALSE;
if(time < gravity_delay) return FALSE;
if(time < game_starttime) return FALSE;
if(round_handler_IsActive() && !round_handler_IsRoundStarted()) return FALSE;
-
- if(random() >= autocvar_g_random_gravity_negative_chance)
+
+ if(random() >= autocvar_g_random_gravity_negative_chance)
cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() - random() * -autocvar_g_random_gravity_negative, autocvar_g_random_gravity_max)));
else
cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() * autocvar_g_random_gravity_positive, autocvar_g_random_gravity_max)));
-
+
gravity_delay = time + autocvar_g_random_gravity_delay;
-
+
dprint("Gravity is now: ", ftos(autocvar_sv_gravity), "\n");
-
+
return FALSE;
}
MUTATOR_HOOK(SV_StartFrame, gravity_StartFrame, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsString, gravity_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsPrettyString, gravity_BuildMutatorsPrettyString, CBC_ORDER_ANY);
-
+
MUTATOR_ONADD
{
- cvar_settemp("sv_gravity", ftos(cvar("sv_gravity"))); // settemp current gravity so it's restored on match end
+ cvar_settemp("sv_gravity", cvar_string("sv_gravity")); // settemp current gravity so it's restored on match end
}
return FALSE;