// track max damage
if not(inWarmupStage) {
- entity w;
- w = get_weaponinfo(ent.weapon);
- if(w.spawnflags & WEP_TYPE_SPLASH) { // splash damage
- ent.stats_fired[ent.weapon - 1] += maxdamage;
- ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
- }
+ accuracy_add(ent, ent.weapon, maxdamage, 0);
}
W_HitPlotAnalysis(ent, v_forward, v_right, v_up);