.float cvar_cl_accuracy_data_share; .float cvar_cl_accuracy_data_receive; .entity accuracy; .float accuracy_frags[WEP_MAXCOUNT]; .float accuracy_hit[WEP_MAXCOUNT]; .float accuracy_fired[WEP_MAXCOUNT]; .float accuracy_cnt_hit[WEP_MAXCOUNT]; .float accuracy_cnt_fired[WEP_MAXCOUNT]; // init/free void accuracy_init(entity e); void accuracy_free(entity e); // force a resend of a player's accuracy stats void accuracy_resend(entity e); // update accuracy stats void accuracy_add(entity e, float w, float fired, float hit); // helper float accuracy_isgooddamage(entity attacker, entity targ); float accuracy_canbegooddamage(entity attacker);