7 // Inspired by Player 2
9 REGISTER_MUTATOR(random_gravity, cvar("g_random_gravity"))
13 cvar_settemp("sv_gravity", cvar_string("sv_gravity")); // settemp current gravity so it's restored on match end
21 MUTATOR_HOOKFUNCTION(random_gravity, SV_StartFrame)
23 if(gameover || !cvar("g_random_gravity")) return false;
24 if(time < gravity_delay) return false;
25 if(time < game_starttime) return false;
26 if(round_handler_IsActive() && !round_handler_IsRoundStarted()) return false;
28 if(random() >= autocvar_g_random_gravity_negative_chance)
29 cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() - random() * -autocvar_g_random_gravity_negative, autocvar_g_random_gravity_max)));
31 cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() * autocvar_g_random_gravity_positive, autocvar_g_random_gravity_max)));
33 gravity_delay = time + autocvar_g_random_gravity_delay;
35 LOG_TRACE("Gravity is now: ", ftos(autocvar_sv_gravity), "\n");
40 MUTATOR_HOOKFUNCTION(random_gravity, BuildMutatorsString)
42 ret_string = strcat(ret_string, ":RandomGravity");
46 MUTATOR_HOOKFUNCTION(random_gravity, BuildMutatorsPrettyString)
48 ret_string = strcat(ret_string, ", Random gravity");