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");
+/// Adjust respawn time according to the number of players.
float adjust_respawntime(float normal_respawntime) {
float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
float o = autocvar_g_pickup_respawntime_scaling_offset;
//LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
// range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
- float actual_time = adjusted_respawntime + crandom() * e.respawntimejitter;
- Item_ScheduleRespawnIn(e, actual_time);
+ float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
+ Item_ScheduleRespawnIn(e, respawn_in);
}
else // if respawntime is -1, this item does not respawn
Item_Show(e, -1);
}
+AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
+ "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
+
+float shared_random;
+STATIC_INIT(shared_random) { shared_random = random(); }
void Item_ScheduleInitialRespawn(entity e)
{
Item_Show(e, 0);
- Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
+
+ float spawn_in;
+ if (autocvar_g_pickup_respawntime_initial_random == 0)
+ {
+ // range: respawntime .. respawntime + respawntimejitter
+ spawn_in = e.respawntime + random() * e.respawntimejitter;
+ }
+ else if (autocvar_g_pickup_respawntime_initial_random == 1)
+ {
+ // range:
+ // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
+ // else: 0 .. ITEM_RESPAWN_TICKS
+ // this is to prevent powerups spawning unexpectedly without waypoints
+ spawn_in = ITEM_RESPAWN_TICKS + shared_random * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
+ }
+ else
+ {
+ // range: same as 1
+ spawn_in = ITEM_RESPAWN_TICKS + random() * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
+ }
+
+ Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
}
void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
return rating;
}
-.int item_group;
-.int item_group_count;
float healtharmor_pickupevalfunc(entity player, entity item)
{
float c = 0;