1 #include "sv_random_gravity.qh"
6 // Inspired by Player 2
8 float autocvar_g_random_gravity_negative_chance;
9 float autocvar_g_random_gravity_min;
10 float autocvar_g_random_gravity_max;
11 float autocvar_g_random_gravity_positive;
12 float autocvar_g_random_gravity_negative;
13 float autocvar_g_random_gravity_delay;
15 REGISTER_MUTATOR(random_gravity, cvar("g_random_gravity"))
19 cvar_settemp("sv_gravity", cvar_string("sv_gravity")); // settemp current gravity so it's restored on match end
25 MUTATOR_HOOKFUNCTION(random_gravity, SV_StartFrame)
27 if(game_stopped || !cvar("g_random_gravity")) return false;
28 if(time < gravity_delay) return false;
29 if(time < game_starttime) return false;
30 if(round_handler_IsActive() && !round_handler_IsRoundStarted()) return false;
32 if(random() >= autocvar_g_random_gravity_negative_chance)
33 cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() - random() * -autocvar_g_random_gravity_negative, autocvar_g_random_gravity_max)));
35 cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() * autocvar_g_random_gravity_positive, autocvar_g_random_gravity_max)));
37 gravity_delay = time + autocvar_g_random_gravity_delay;
39 LOG_TRACE("Gravity is now: ", ftos(autocvar_sv_gravity));
42 MUTATOR_HOOKFUNCTION(random_gravity, BuildMutatorsString)
44 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":RandomGravity");
47 MUTATOR_HOOKFUNCTION(random_gravity, BuildMutatorsPrettyString)
49 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Random gravity");