2 MUTATOR_HOOKFUNCTION(gravity_StartFrame)
4 if(gameover || !cvar("g_random_gravity")) return FALSE;
5 if(time < gravity_delay) return FALSE;
6 if(time < game_starttime) return FALSE;
7 if(round_handler_IsActive() && !round_handler_IsRoundStarted()) return FALSE;
9 if(random() >= autocvar_g_random_gravity_negative_chance)
10 cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() - random() * -autocvar_g_random_gravity_negative, autocvar_g_random_gravity_max)));
12 cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() * autocvar_g_random_gravity_positive, autocvar_g_random_gravity_max)));
14 gravity_delay = time + autocvar_g_random_gravity_delay;
16 dprint("Gravity is now: ", ftos(autocvar_sv_gravity), "\n");
21 MUTATOR_HOOKFUNCTION(gravity_BuildMutatorsString)
23 ret_string = strcat(ret_string, ":RandomGravity");
27 MUTATOR_HOOKFUNCTION(gravity_BuildMutatorsPrettyString)
29 ret_string = strcat(ret_string, ", Random gravity");
33 MUTATOR_DEFINITION(mutator_random_gravity)
35 MUTATOR_HOOK(SV_StartFrame, gravity_StartFrame, CBC_ORDER_ANY);
36 MUTATOR_HOOK(BuildMutatorsString, gravity_BuildMutatorsString, CBC_ORDER_ANY);
37 MUTATOR_HOOK(BuildMutatorsPrettyString, gravity_BuildMutatorsPrettyString, CBC_ORDER_ANY);
41 cvar_settemp("sv_gravity", ftos(cvar("sv_gravity"))); // settemp current gravity so it's restored on match end