MUTATOR_HOOKFUNCTION(gravity_StartFrame)
{
- if(gameover || !cvar("g_random_gravity")) return FALSE;
- if(time < gravity_delay) return FALSE;
- if(time < game_starttime) return FALSE;
- if(round_handler_IsActive() && !round_handler_IsRoundStarted()) return FALSE;
+ if(gameover || !cvar("g_random_gravity")) return false;
+ if(time < gravity_delay) return false;
+ if(time < game_starttime) return false;
+ if(round_handler_IsActive() && !round_handler_IsRoundStarted()) return false;
if(random() >= autocvar_g_random_gravity_negative_chance)
cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() - random() * -autocvar_g_random_gravity_negative, autocvar_g_random_gravity_max)));
dprint("Gravity is now: ", ftos(autocvar_sv_gravity), "\n");
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(gravity_BuildMutatorsString)
cvar_settemp("sv_gravity", cvar_string("sv_gravity")); // settemp current gravity so it's restored on match end
}
- return FALSE;
+ return false;
}