5 // Inspired by Player 2
7 float autocvar_g_random_gravity_negative_chance;
8 float autocvar_g_random_gravity_min;
9 float autocvar_g_random_gravity_max;
10 float autocvar_g_random_gravity_positive;
11 float autocvar_g_random_gravity_negative;
12 float autocvar_g_random_gravity_delay;
14 REGISTER_MUTATOR(random_gravity, cvar("g_random_gravity"))
18 cvar_settemp("sv_gravity", cvar_string("sv_gravity")); // settemp current gravity so it's restored on match end
24 MUTATOR_HOOKFUNCTION(random_gravity, SV_StartFrame)
26 if(gameover || !cvar("g_random_gravity")) return false;
27 if(time < gravity_delay) return false;
28 if(time < game_starttime) return false;
29 if(round_handler_IsActive() && !round_handler_IsRoundStarted()) return false;
31 if(random() >= autocvar_g_random_gravity_negative_chance)
32 cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() - random() * -autocvar_g_random_gravity_negative, autocvar_g_random_gravity_max)));
34 cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() * autocvar_g_random_gravity_positive, autocvar_g_random_gravity_max)));
36 gravity_delay = time + autocvar_g_random_gravity_delay;
38 LOG_TRACE("Gravity is now: ", ftos(autocvar_sv_gravity));
41 MUTATOR_HOOKFUNCTION(random_gravity, BuildMutatorsString)
43 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":RandomGravity");
46 MUTATOR_HOOKFUNCTION(random_gravity, BuildMutatorsPrettyString)
48 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Random gravity");