a = CS(a).accuracy;
if (to != a.owner)
- if (!autocvar_sv_accuracy_data_share && !CS(a.owner).cvar_cl_accuracy_data_share)
+ if (!autocvar_sv_accuracy_data_share && !CS_CVAR(a.owner).cvar_cl_accuracy_data_share)
sf = 0;
// note: zero sendflags can never be sent... so we can use that to say that we send no accuracy!
WriteInt24_t(MSG_ENTITY, sf);
//.float hit_time;
.float fired_time;
-void accuracy_add(entity this, Weapon w, int fired, int hit)
+void accuracy_add(entity this, Weapon w, float fired, float hit)
{
if (IS_INDEPENDENT_PLAYER(this)) return;
entity a = CS(this).accuracy;
{
int mutator_check = MUTATOR_CALLHOOK(AccuracyTargetValid, attacker, targ);
- if (warmup_stage) return false;
- if (game_stopped) return false;
+ if (warmup_stage || game_stopped) return false;
// damage to dead/frozen players is good only if it happens in the frame they get killed / frozen
// so that stats for weapons that shoot multiple projectiles per shot are properly counted