set g_buffs_random_location_attempts 10 "number of random locations a single buff will attempt to respawn at before giving up"
set g_buffs_spawn_count 0 "how many buffs to spawn on the map if none exist already"
set g_buffs_replace_powerups 0 "replace powerups on the map with random buffs"
+set g_buffs_drop 1 "allow dropping buffs"
set g_buffs_cooldown_activate 5 "cooldown period when buff is first activated"
set g_buffs_cooldown_respawn 3 "cooldown period when buff is reloading"
set g_buffs_ammo 1 "ammo buff: infinite ammunition"
MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
{
- if(MUTATOR_RETURNVALUE || game_stopped) return;
+ if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
entity player = M_ARGV(0, entity);
int autocvar_g_buffs_random_location_attempts;
int autocvar_g_buffs_spawn_count;
bool autocvar_g_buffs_replace_powerups;
+bool autocvar_g_buffs_drop = true;
float autocvar_g_buffs_cooldown_activate;
float autocvar_g_buffs_cooldown_respawn;
float autocvar_g_buffs_resistance_blockpercent;