}
}
+AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
+AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
+AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
void Item_ScheduleRespawn(entity e)
{
if(e.respawntime > 0)
{
Item_Show(e, 0);
- Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
+
+ CheckAllowedTeams(NULL);
+ GetTeamCounts(NULL);
+ int players = 0;
+ if (c1 != -1) players += c1;
+ if (c2 != -1) players += c2;
+ if (c3 != -1) players += c3;
+ if (c4 != -1) players += c4;
+ float adjusted_respawntime;
+ if (players >= 2) {
+ float a = autocvar_g_pickup_respawntime_scaling_reciprocal;
+ float b = autocvar_g_pickup_respawntime_scaling_offset;
+ float c = autocvar_g_pickup_respawntime_scaling_linear;
+ adjusted_respawntime = e.respawntime * (a / (players + b) + c);
+ } else {
+ adjusted_respawntime = e.respawntime;
+ }
+ //LOG_INFOF("item %s will respawn in %f\n", e.classname, adjusted_respawntime);
+ // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
+ float actual_time = adjusted_respawntime + crandom() * e.respawntimejitter;
+ Item_ScheduleRespawnIn(e, actual_time);
}
else // if respawntime is -1, this item does not respawn
Item_Show(e, -1);