// 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(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) 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_HOOKFUNCTION(gravity_BuildMutatorsString) { ret_string = strcat(ret_string, ":RandomGravity"); return 0; } MUTATOR_HOOKFUNCTION(gravity_BuildMutatorsPrettyString) { ret_string = strcat(ret_string, ", Random gravity"); return 0; } MUTATOR_DEFINITION(mutator_random_gravity) { 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", cvar_string("sv_gravity")); // settemp current gravity so it's restored on match end } return FALSE; }