3 #include <server/mutators/_mod.qh>
4 #include <server/g_damage.qh>
5 #include <common/constants.qh>
6 #include <common/net_linked.qh>
7 #include <server/player.qh>
8 #include <common/teams.qh>
9 #include <common/util.qh>
10 #include <common/weapons/_all.qh>
12 int accuracy_byte(float n, float d)
15 if (n > d) return 255;
16 return 1 + rint(n * 100.0 / d);
19 bool accuracy_send(entity this, entity to, int sf)
21 WriteHeader(MSG_ENTITY, ENT_CLIENT_ACCURACY);
23 entity a = this.owner;
24 if (IS_SPEC(a)) a = a.enemy;
28 if (!autocvar_sv_accuracy_data_share && !CS(a.owner).cvar_cl_accuracy_data_share)
30 // note: zero sendflags can never be sent... so we can use that to say that we send no accuracy!
31 WriteInt24_t(MSG_ENTITY, sf);
32 if (sf == 0) return true;
33 // note: we know that client and server agree about SendFlags...
35 for (int w = 0; w <= WEP_LAST - WEP_FIRST; ++w) {
36 if (sf & f) WriteByte(MSG_ENTITY, accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w]));
37 f = (f == 0x800000) ? 1 : f * 2;
43 void accuracy_init(entity e)
45 entity a = CS(e).accuracy = new_pure(accuracy);
47 a.drawonlytoclient = e;
48 Net_LinkEntity(a, false, 0, accuracy_send);
51 void accuracy_free(entity e)
53 delete(CS(e).accuracy);
56 // force a resend of a player's accuracy stats
57 void accuracy_resend(entity e)
59 CS(e).accuracy.SendFlags = 0xFFFFFF;
62 // update accuracy stats
66 void accuracy_add(entity this, Weapon w, int fired, int hit)
68 if (IS_INDEPENDENT_PLAYER(this)) return;
69 entity a = CS(this).accuracy;
71 if (!hit && !fired) return;
72 if (w == WEP_Null) return;
75 int b = accuracy_byte(a.accuracy_hit[wepid], a.accuracy_fired[wepid]);
76 if (hit) a.accuracy_hit [wepid] += hit;
77 if (fired) a.accuracy_fired[wepid] += fired;
79 if (hit && STAT(HIT_TIME, a) != time) { // only run this once per frame
80 a.accuracy_cnt_hit[wepid] += 1;
81 STAT(HIT_TIME, a) = time;
84 if (fired && a.fired_time != time) { // only run this once per frame
85 a.accuracy_cnt_fired[wepid] += 1;
89 if (b == accuracy_byte(a.accuracy_hit[wepid], a.accuracy_fired[wepid])) return; // no change
90 int sf = 1 << (wepid % 24);
92 FOREACH_CLIENT(IS_SPEC(it) && it.enemy == this, { CS(it).accuracy.SendFlags |= sf; });
95 bool accuracy_isgooddamage(entity attacker, entity targ)
97 int mutator_check = MUTATOR_CALLHOOK(AccuracyTargetValid, attacker, targ);
99 if (warmup_stage) return false;
100 if (game_stopped) return false;
102 // damage to dead/frozen players is good only if it happens in the frame they get killed / frozen
103 // so that stats for weapons that shoot multiple projectiles per shot are properly counted
104 if (IS_DEAD(targ) && time > targ.death_time) return false;
105 if (STAT(FROZEN, targ) && time > targ.freeze_time) return false;
106 if (SAME_TEAM(attacker, targ)) return false;
108 if (mutator_check == MUT_ACCADD_INVALID) return true;
110 if (mutator_check != MUT_ACCADD_VALID) return false;
111 if (!IS_CLIENT(targ) || !IS_CLIENT(attacker)) return false;
116 bool accuracy_canbegooddamage(entity attacker)
118 return !warmup_stage && IS_CLIENT(attacker);