#include "accuracy.qh"
-#include "../mutators/mutators_include.qh"
-#include "../../common/constants.qh"
-#include "../../common/teams.qh"
-#include "../../common/util.qh"
-#include "../../common/weapons/all.qh"
+#include "../mutators/all.qh"
+#include <common/constants.qh>
+#include <common/teams.qh>
+#include <common/util.qh>
+#include <common/weapons/all.qh>
-float accuracy_byte(float n, float d)
+int accuracy_byte(float n, float d)
{
- //printf("accuracy: %d / %d\n", n, d);
- if(n <= 0)
- return 0;
- if(n > d)
- return 255;
+ if (n <= 0) return 0;
+ if (n > d) return 255;
return 1 + rint(n * 100.0 / d);
}
bool accuracy_send(entity this, entity to, int sf)
{
- int w, f;
- entity a;
- WriteByte(MSG_ENTITY, ENT_CLIENT_ACCURACY);
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_ACCURACY);
- a = self.owner;
- if(IS_SPEC(a))
- a = a.enemy;
+ entity a = this.owner;
+ if (IS_SPEC(a)) a = a.enemy;
a = a.accuracy;
- if(to != a.owner)
- if (!(self.owner.cvar_cl_accuracy_data_share && autocvar_sv_accuracy_data_share))
+ if (to != a.owner)
+ if (!autocvar_sv_accuracy_data_share && !a.owner.cvar_cl_accuracy_data_share)
sf = 0;
// note: zero sendflags can never be sent... so we can use that to say that we send no accuracy!
WriteInt24_t(MSG_ENTITY, sf);
- if(sf == 0)
- return true;
+ if (sf == 0) return true;
// note: we know that client and server agree about SendFlags...
- for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w)
- {
- if(sf & f)
- WriteByte(MSG_ENTITY, accuracy_byte(self.(accuracy_hit[w]), self.(accuracy_fired[w])));
- if(f == 0x800000)
- f = 1;
- else
- f *= 2;
+ int f = 1;
+ for (int w = 0; w <= WEP_LAST - WEP_FIRST; ++w) {
+ if (sf & f) WriteByte(MSG_ENTITY, accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w]));
+ f = (f == 0x800000) ? 1 : f * 2;
}
return true;
}
// init/free
void accuracy_init(entity e)
{
- e.accuracy = spawn();
- e.accuracy.owner = e;
- e.accuracy.classname = "accuracy";
- e.accuracy.drawonlytoclient = e;
- Net_LinkEntity(e.accuracy, false, 0, accuracy_send);
+ entity a = e.accuracy = new_pure(accuracy);
+ a.owner = e;
+ a.drawonlytoclient = e;
+ Net_LinkEntity(a, false, 0, accuracy_send);
}
void accuracy_free(entity e)
}
// update accuracy stats
-.float hit_time;
+//.float hit_time;
.float fired_time;
-void accuracy_add(entity e, int w, float fired, float hit)
+void accuracy_add(entity this, int w, int fired, int hit)
{
- entity a;
- float b;
- if(IS_INDEPENDENT_PLAYER(e))
- return;
- a = e.accuracy;
- if(!a || !(hit || fired))
- return;
+ if (IS_INDEPENDENT_PLAYER(this)) return;
+ entity a = this.accuracy;
+ if (!a) return;
+ if (!hit && !fired) return;
w -= WEP_FIRST;
- b = accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w]));
- if(hit)
- a.(accuracy_hit[w]) += hit;
- if(fired)
- a.(accuracy_fired[w]) += fired;
-
- if(hit && a.hit_time != time) // only run this once per frame
- {
- a.(accuracy_cnt_hit[w]) += 1;
+ int b = accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w]);
+ if (hit) a.accuracy_hit [w] += hit;
+ if (fired) a.accuracy_fired[w] += fired;
+
+ if (hit && a.hit_time != time) { // only run this once per frame
+ a.accuracy_cnt_hit[w] += 1;
a.hit_time = time;
}
- if(fired && a.fired_time != time) // only run this once per frame
- {
- a.(accuracy_cnt_fired[w]) += 1;
+ if (fired && a.fired_time != time) { // only run this once per frame
+ a.accuracy_cnt_fired[w] += 1;
a.fired_time = time;
}
- if(b == accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w])))
- return;
- w = pow(2, w % 24);
- a.SendFlags |= w;
- FOR_EACH_CLIENT(a)
- if(IS_SPEC(a))
- if(a.enemy == e)
- a.SendFlags |= w;
+ if (b == accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w])) return; // no change
+ int sf = 1 << (w % 24);
+ a.SendFlags |= sf;
+ FOREACH_CLIENT(IS_SPEC(it) && it.enemy == this, LAMBDA(it.accuracy.SendFlags |= sf));
}
-float accuracy_isgooddamage(entity attacker, entity targ)
+bool accuracy_isgooddamage(entity attacker, entity targ)
{
- float mutator_check = MUTATOR_CALLHOOK(AccuracyTargetValid, attacker, targ);
-
- if(!warmup_stage)
- if(targ.deadflag == DEAD_NO)
- if(!targ.frozen)
- if(mutator_check == MUT_ACCADD_INVALID || (mutator_check == MUT_ACCADD_VALID && IS_CLIENT(targ)))
- if(DIFF_TEAM(attacker, targ))
- return true;
- return false;
+ int mutator_check = MUTATOR_CALLHOOK(AccuracyTargetValid, attacker, targ);
+
+ if (warmup_stage) return false;
+ if (IS_DEAD(targ)) return false;
+ if (STAT(FROZEN, targ)) return false;
+ if (SAME_TEAM(attacker, targ)) return false;
+
+ if (mutator_check == MUT_ACCADD_INVALID) return true;
+
+ if (mutator_check != MUT_ACCADD_VALID) return false;
+ if (!IS_CLIENT(targ)) return false;
+
+ return true;
}
-float accuracy_canbegooddamage(entity attacker)
+bool accuracy_canbegooddamage(entity attacker)
{
- if(!warmup_stage)
- return true;
- return false;
+ return !warmup_stage;
}