4 .bool cvar_cl_accuracy_data_share;
5 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
6 .bool cvar_cl_accuracy_data_receive;
7 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
10 .float accuracy_frags[Weapons_MAX];
12 .float accuracy_hit[Weapons_MAX];
13 .float accuracy_fired[Weapons_MAX];
14 .float accuracy_cnt_hit[Weapons_MAX];
15 .float accuracy_cnt_fired[Weapons_MAX];
19 void accuracy_init(entity e);
20 void accuracy_free(entity e);
22 // force a resend of a player's accuracy stats
23 void accuracy_resend(entity e);
25 // update accuracy stats
26 void accuracy_add(entity e, float w, float fired, float hit);
29 bool accuracy_isgooddamage(entity attacker, entity targ);
30 bool accuracy_canbegooddamage(entity attacker);