+ {
+ // if previous average latency exists (player disconnected and reconnected)
+ // make the average of previous and current average latency
+ float prev_latency = PlayerStats_GameReport_Event_Player(p, PLAYERSTATS_AVGLATENCY, 0);
+ float new_latency = !prev_latency ? latency : (prev_latency + latency) / 2;
+ PlayerStats_GameReport_Event_Player(p, PLAYERSTATS_AVGLATENCY, -prev_latency + new_latency);
+ }