1 .float accuracy_hit[WEP_MAXCOUNT];
2 .float accuracy_fired[WEP_MAXCOUNT];
3 .float accuracy_cnt_hit[WEP_MAXCOUNT];
4 .float accuracy_cnt_fired[WEP_MAXCOUNT];
5 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_hit);
6 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_fired);
7 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_cnt_hit);
8 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_cnt_fired);
10 float accuracy_byte(float n, float d)
12 //print(sprintf("accuracy: %d / %d\n", n, d));
17 return 1 + rint(n * 100.0 / d);
20 float accuracy_send(entity to, float sf)
24 WriteByte(MSG_ENTITY, ENT_CLIENT_ACCURACY);
27 if(a.classname == "spectator")
32 if not(self.owner.cvar_cl_accuracy_data_share && autocvar_sv_accuracy_data_share)
34 // note: zero sendflags can never be sent... so we can use that to say that we send no accuracy!
35 WriteInt24_t(MSG_ENTITY, sf);
38 // note: we know that client and server agree about SendFlags...
39 for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w, f *= 2)
42 WriteByte(MSG_ENTITY, accuracy_byte(self.(accuracy_hit[w]), self.(accuracy_fired[w])));
48 void accuracy_init(entity e)
52 e.accuracy.classname = "accuracy";
53 e.accuracy.drawonlytoclient = e;
54 Net_LinkEntity(e.accuracy, FALSE, 0, accuracy_send);
57 void accuracy_free(entity e)
62 // force a resend of a player's accuracy stats
63 void accuracy_resend(entity e)
65 e.accuracy.SendFlags = 0xFFFFFF;
68 // update accuracy stats
69 void accuracy_set(entity e, float w, float fired, float hit)
77 b = accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w]));
78 a.(accuracy_hit[w]) = hit;
79 a.(accuracy_fired[w]) = fired;
82 a.(accuracy_cnt_hit[w]) = 1;
83 a.(accuracy_cnt_fired[w]) = 1;
85 if(b == accuracy_byte(hit, fired))
90 if(a.classname == "spectator")
98 void accuracy_add(entity e, float w, float fired, float hit)
103 if(!a || !(hit || fired))
106 b = accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w]));
108 a.(accuracy_hit[w]) += hit;
110 a.(accuracy_fired[w]) += fired;
112 if(hit && a.hit_time != time) // only run this once per frame
114 a.(accuracy_cnt_hit[w]) += 1;
118 if(fired && a.fired_time != time) // only run this once per frame
120 a.(accuracy_cnt_fired[w]) += 1;
124 if(b == accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w])))
129 if(a.classname == "spectator")
134 float accuracy_isgooddamage(entity attacker, entity targ)
137 if(targ.flags & FL_CLIENT)
138 if(targ.deadflag == DEAD_NO)
139 if(IsDifferentTeam(attacker, targ))
144 float accuracy_canbegooddamage(entity attacker)