.float accuracy_hit[WEP_MAXCOUNT]; .float accuracy_fired[WEP_MAXCOUNT]; .float accuracy_cnt_hit[WEP_MAXCOUNT]; .float accuracy_cnt_fired[WEP_MAXCOUNT]; float accuracy_byte(float n, float d) { //printf("accuracy: %d / %d\n", n, d); if(n <= 0) return 0; if(n > d) return 255; return 1 + rint(n * 100.0 / d); } float accuracy_send(entity to, float sf) { float w, f; entity a; WriteByte(MSG_ENTITY, ENT_CLIENT_ACCURACY); a = self.owner; if(IS_SPEC(a)) a = a.enemy; a = a.accuracy; if(to != a.owner) if (!(self.owner.cvar_cl_accuracy_data_share && autocvar_sv_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); if(sf == 0) return TRUE; // note: we know that client and server agree about SendFlags... for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w) { if(sf & f) WriteByte(MSG_ENTITY, accuracy_byte(self.(accuracy_hit[w]), self.(accuracy_fired[w]))); if(f == 0x800000) f = 1; else f *= 2; } return TRUE; } // init/free void accuracy_init(entity e) { e.accuracy = spawn(); e.accuracy.owner = e; e.accuracy.classname = "accuracy"; e.accuracy.drawonlytoclient = e; Net_LinkEntity(e.accuracy, FALSE, 0, accuracy_send); } void accuracy_free(entity e) { remove(e.accuracy); } // force a resend of a player's accuracy stats void accuracy_resend(entity e) { e.accuracy.SendFlags = 0xFFFFFF; } // update accuracy stats .float hit_time; .float fired_time; void accuracy_add(entity e, float w, float fired, float hit) { entity a; float b; if(IS_INDEPENDENT_PLAYER(e)) return; a = e.accuracy; if(!a || !(hit || fired)) return; w -= WEP_FIRST; 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(hit && a.hit_time != time) // only run this once per frame { a.(accuracy_cnt_hit[w]) += 1; a.hit_time = time; } if(fired && a.fired_time != time) // only run this once per frame { a.(accuracy_cnt_fired[w]) += 1; a.fired_time = time; } if(b == accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w]))) return; w = pow(2, mod(w, 24)); a.SendFlags |= w; FOR_EACH_CLIENT(a) if(IS_SPEC(a)) if(a.enemy == e) a.SendFlags |= w; } float accuracy_isgooddamage(entity attacker, entity targ) { if(!warmup_stage) if(IS_CLIENT(targ)) if(targ.deadflag == DEAD_NO) if(DIFF_TEAM(attacker, targ)) return TRUE; return FALSE; } float accuracy_canbegooddamage(entity attacker) { if(!warmup_stage) return TRUE; return FALSE; }