//.float hit_time;
.float fired_time;
-void accuracy_add(entity this, int w, int fired, int hit)
+void accuracy_add(entity this, Weapon w, int fired, int hit)
{
if (IS_INDEPENDENT_PLAYER(this)) return;
entity a = CS(this).accuracy;
if (!a) return;
if (!hit && !fired) return;
- if (w == WEP_Null.m_id) return;
- w -= WEP_FIRST;
- int b = accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w]);
- if (hit) a.accuracy_hit [w] += hit;
- if (fired) a.accuracy_fired[w] += fired;
+ if (w == WEP_Null) return;
+ int wepid = w.m_id;
+ wepid -= WEP_FIRST;
+ int b = accuracy_byte(a.accuracy_hit[wepid], a.accuracy_fired[wepid]);
+ if (hit) a.accuracy_hit [wepid] += hit;
+ if (fired) a.accuracy_fired[wepid] += fired;
if (hit && STAT(HIT_TIME, a) != time) { // only run this once per frame
- a.accuracy_cnt_hit[w] += 1;
+ a.accuracy_cnt_hit[wepid] += 1;
STAT(HIT_TIME, a) = time;
}
if (fired && a.fired_time != time) { // only run this once per frame
- a.accuracy_cnt_fired[w] += 1;
+ a.accuracy_cnt_fired[wepid] += 1;
a.fired_time = time;
}
- if (b == accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w])) return; // no change
- int sf = 1 << (w % 24);
+ if (b == accuracy_byte(a.accuracy_hit[wepid], a.accuracy_fired[wepid])) return; // no change
+ int sf = 1 << (wepid % 24);
a.SendFlags |= sf;
FOREACH_CLIENT(IS_SPEC(it) && it.enemy == this, { CS(it).accuracy.SendFlags |= sf; });
}