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];
6 float accuracy_byte(float n, float d)
8 //print(sprintf("accuracy: %d / %d\n", n, d));
13 return 1 + rint(n * 100.0 / d);
16 float accuracy_send(entity to, float sf)
20 WriteByte(MSG_ENTITY, ENT_CLIENT_ACCURACY);
23 if(a.classname == "spectator")
28 if not(self.owner.cvar_cl_accuracy_data_share && autocvar_sv_accuracy_data_share)
30 // note: zero sendflags can never be sent... so we can use that to say that we send no accuracy!
31 WriteInt24_t(MSG_ENTITY, sf);
34 // note: we know that client and server agree about SendFlags...
35 for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w, f *= 2)
38 WriteByte(MSG_ENTITY, accuracy_byte(self.(accuracy_hit[w]), self.(accuracy_fired[w])));
44 void accuracy_init(entity e)
48 e.accuracy.classname = "accuracy";
49 e.accuracy.drawonlytoclient = e;
50 Net_LinkEntity(e.accuracy, FALSE, 0, accuracy_send);
53 void accuracy_free(entity e)
58 // force a resend of a player's accuracy stats
59 void accuracy_resend(entity e)
61 e.accuracy.SendFlags = 0xFFFFFF;
64 // update accuracy stats
68 void accuracy_add(entity e, float w, float fired, float hit)
72 if(IS_INDEPENDENT_PLAYER(e))
75 if(!a || !(hit || fired))
78 b = accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w]));
80 a.(accuracy_hit[w]) += hit;
82 a.(accuracy_fired[w]) += fired;
84 if(hit && a.hit_time != time) // only run this once per frame
86 a.(accuracy_cnt_hit[w]) += 1;
90 if(fired && a.fired_time != time) // only run this once per frame
92 a.(accuracy_cnt_fired[w]) += 1;
96 if(b == accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w])))
101 if(a.classname == "spectator")
106 float accuracy_isgooddamage(entity attacker, entity targ)
109 if(targ.flags & FL_CLIENT)
110 if(targ.deadflag == DEAD_NO)
111 if(IsDifferentTeam(attacker, targ))
116 float accuracy_canbegooddamage(entity attacker)