+.entity accuracy;
+.float accuracy_frags[WEP_MAXCOUNT];
+FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_frags);
+
float weaponstats_buffer;
void WeaponStats_Init()
if(sv_gentle < 1) {
if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
{
- if (random() > 0.5)
- setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
- else
- setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
+ if (!self.animstate_override)
+ {
+ if (random() > 0.5)
+ setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
+ else
+ setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
+ }
}
if(sound_allowed(MSG_BROADCAST, attacker))
race_PreDie();
DropAllRunes(self);
+ // increment frag counter for used weapon type
+ float w;
+ w = DEATH_WEAPONOF(deathtype);
+ if(WEP_VALID(w))
+ if(self.classname == "player")
+ if(self != attacker)
+ attacker.accuracy.(accuracy_frags[w-1]) += 1;
+
if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
{
PutClientInServer();