2 .float accuracy_hit[WEP_MAXCOUNT];
3 .float accuracy_fired[WEP_MAXCOUNT];
4 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_hit);
5 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_fired);
7 float accuracy_byte(float n, float d)
9 print(sprintf("accuracy: %d / %d\n", n, d));
12 return 1 + rint(n * 100.0 / d);
15 float accuracy_send(entity to, float sf)
19 WriteByte(MSG_ENTITY, ENT_CLIENT_ACCURACY);
22 if(a.classname == "spectator")
27 if not(self.owner.cvar_cl_accuracy_data_share && autocvar_sv_accuracy_data_share)
29 // note: zero sendflags can never be sent... so we can use that to say that we send no accuracy!
30 WriteInt24_t(MSG_ENTITY, sf);
33 // note: we know that client and server agree about SendFlags...
34 for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w, f *= 2)
37 WriteByte(MSG_ENTITY, accuracy_byte(self.(accuracy_hit[w]), self.(accuracy_fired[w])));
43 void accuracy_init(entity e)
47 e.accuracy.classname = "accuracy";
48 e.accuracy.drawonlytoclient = e;
49 Net_LinkEntity(e.accuracy, FALSE, 0, accuracy_send);
52 void accuracy_free(entity e)
57 // force a resend of a player's accuracy stats
58 void accuracy_resend(entity e)
60 e.accuracy.SendFlags = 0xFFFFFF;
63 // update accuracy stats
64 void accuracy_set(entity e, float w, float fired, float hit)
72 b = accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w]));
73 a.(accuracy_hit[w]) = hit;
74 a.(accuracy_fired[w]) = fired;
75 if(b == accuracy_byte(hit, fired))
80 if(a.classname == "spectator")
85 void accuracy_add(entity e, float w, float fired, float hit)
90 if(!a || !(hit || fired))
93 b = accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w]));
95 a.(accuracy_hit[w]) += hit;
97 a.(accuracy_fired[w]) += fired;
98 if(b == accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w])))
103 if(a.classname == "spectator")
108 float accuracy_isgooddamage(entity attacker, entity targ)
111 if(targ.flags & FL_CLIENT)
112 if(targ.deadflag == DEAD_NO)
113 if(IsDifferentTeam(attacker, targ))
118 float accuracy_canbegooddamage(entity attacker)