3 #include <server/client.qh>
4 #include <server/mutators/_mod.qh>
5 #include <server/g_damage.qh>
6 #include <common/constants.qh>
7 #include <common/net_linked.qh>
8 #include <server/player.qh>
9 #include <common/teams.qh>
10 #include <common/util.qh>
11 #include <common/weapons/_all.qh>
13 int accuracy_byte(float n, float d)
16 if (n > d) return 255;
17 return 1 + rint(n * 100.0 / d);
20 bool accuracy_send(entity this, entity to, int sf)
22 WriteHeader(MSG_ENTITY, ENT_CLIENT_ACCURACY);
24 entity a = this.owner;
25 if (IS_SPEC(a)) a = a.enemy;
29 if (!autocvar_sv_accuracy_data_share && !CS(a.owner).cvar_cl_accuracy_data_share)
31 // note: zero sendflags can never be sent... so we can use that to say that we send no accuracy!
32 WriteInt24_t(MSG_ENTITY, sf);
33 if (sf == 0) return true;
34 // note: we know that client and server agree about SendFlags...
36 for (int w = 0; w <= WEP_LAST - WEP_FIRST; ++w) {
37 if (sf & f) WriteByte(MSG_ENTITY, accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w]));
38 f = (f == 0x800000) ? 1 : f * 2;
44 void accuracy_init(entity e)
46 entity a = CS(e).accuracy = new_pure(accuracy);
48 a.drawonlytoclient = e;
49 Net_LinkEntity(a, false, 0, accuracy_send);
52 void accuracy_free(entity e)
54 delete(CS(e).accuracy);
57 // force a resend of a player's accuracy stats
58 void accuracy_resend(entity e)
60 CS(e).accuracy.SendFlags = 0xFFFFFF;
63 // update accuracy stats
67 void accuracy_add(entity this, Weapon w, int fired, int hit)
69 if (IS_INDEPENDENT_PLAYER(this)) return;
70 entity a = CS(this).accuracy;
72 if (!hit && !fired) return;
73 if (w == WEP_Null) return;
76 int b = accuracy_byte(a.accuracy_hit[wepid], a.accuracy_fired[wepid]);
77 if (hit) a.accuracy_hit [wepid] += hit;
78 if (fired) a.accuracy_fired[wepid] += fired;
80 if (hit && STAT(HIT_TIME, a) != time) { // only run this once per frame
81 a.accuracy_cnt_hit[wepid] += 1;
82 STAT(HIT_TIME, a) = time;
85 if (fired && a.fired_time != time) { // only run this once per frame
86 a.accuracy_cnt_fired[wepid] += 1;
90 if (b == accuracy_byte(a.accuracy_hit[wepid], a.accuracy_fired[wepid])) return; // no change
91 int sf = 1 << (wepid % 24);
93 FOREACH_CLIENT(IS_SPEC(it) && it.enemy == this, { CS(it).accuracy.SendFlags |= sf; });
96 bool accuracy_isgooddamage(entity attacker, entity targ)
98 int mutator_check = MUTATOR_CALLHOOK(AccuracyTargetValid, attacker, targ);
100 if (warmup_stage) return false;
101 if (game_stopped) return false;
103 // damage to dead/frozen players is good only if it happens in the frame they get killed / frozen
104 // so that stats for weapons that shoot multiple projectiles per shot are properly counted
105 if (IS_DEAD(targ) && time > targ.death_time) return false;
106 if (STAT(FROZEN, targ) && time > targ.freeze_time) return false;
107 if (SAME_TEAM(attacker, targ)) return false;
109 if (mutator_check == MUT_ACCADD_INVALID) return true;
111 if (mutator_check != MUT_ACCADD_VALID) return false;
112 if (!IS_CLIENT(targ) || !IS_CLIENT(attacker)) return false;
117 bool accuracy_canbegooddamage(entity attacker)
119 return !warmup_stage && IS_CLIENT(attacker);