vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
- vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
+ vecs = decompressShotOrigin(STAT(SHOTORG));
traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
trueaimpoint = trace_endpos;
{
// accumulate damage with each stat update
static float damage_total_prev = 0;
- float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
+ float damage_total = STAT(DAMAGE_DEALT_TOTAL);
float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
damage_total_prev = damage_total;
static float damage_dealt_time_prev = 0;
- float damage_dealt_time = getstatf(STAT_HIT_TIME);
+ float damage_dealt_time = STAT(HIT_TIME);
if (damage_dealt_time != damage_dealt_time_prev)
{
unaccounted_damage += unaccounted_damage_new;
}
static float typehit_time_prev = 0;
- float typehit_time = getstatf(STAT_TYPEHIT_TIME);
+ float typehit_time = STAT(TYPEHIT_TIME);
if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
{
sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
if(autocvar_crosshair_pickup)
{
- float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
+ float stat_pickup_time = STAT(LAST_PICKUP);
if(pickup_crosshair_time < stat_pickup_time)
{
ring_scale = autocvar_crosshair_ring_size;
float weapon_clipload, weapon_clipsize;
- weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
- weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+ weapon_clipload = STAT(WEAPON_CLIPLOAD);
+ weapon_clipsize = STAT(WEAPON_CLIPSIZE);
float ok_ammo_charge, ok_ammo_chargepool;
ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
float vortex_charge, vortex_chargepool;
- vortex_charge = getstatf(STAT_VORTEX_CHARGE);
- vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
+ vortex_charge = STAT(VORTEX_CHARGE);
+ vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
float arc_heat = STAT(ARC_HEAT);
}
else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
{
- ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
+ ring_value = bound(0, STAT(LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
- else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+ else if (activeweapon == WEP_HAGAR.m_id && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
{
- ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
+ ring_value = bound(0, STAT(HAGAR_LOAD) / hagar_maxrockets, 1);
ring_alpha = autocvar_crosshair_ring_hagar_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
else if (getstatf(STAT_HEALING_ORB)>time)
drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
if(!intermission)
- if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
+ if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
{
- DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
}
else if(getstatf(STAT_REVIVE_PROGRESS))
++framecount;
stats_get();
- hud = getstati(STAT_HUD);
+ hud = STAT(HUD);
if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
vh_notice_time = time + autocvar_cl_vehicles_notify_time;
ColorTranslateMode = autocvar_cl_stripcolorcodes;
// currently switching-to weapon (for crosshair)
- switchingweapon = getstati(STAT_SWITCHINGWEAPON);
+ switchingweapon = STAT(SWITCHINGWEAPON);
// actually active weapon (for zoom)
activeweapon = getstati(STAT_ACTIVEWEAPON);