3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
6 .bool cvar_cl_accuracy_data_share;
7 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
8 .bool cvar_cl_accuracy_data_receive;
9 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
12 .float accuracy_frags[REGISTRY_MAX(Weapons)];
14 .float accuracy_hit[REGISTRY_MAX(Weapons)];
15 .float accuracy_fired[REGISTRY_MAX(Weapons)];
16 .float accuracy_cnt_hit[REGISTRY_MAX(Weapons)];
17 .float accuracy_cnt_fired[REGISTRY_MAX(Weapons)];
21 void accuracy_init(entity e);
22 void accuracy_free(entity e);
24 // force a resend of a player's accuracy stats
25 void accuracy_resend(entity e);
27 // update accuracy stats
28 void accuracy_add(entity e, Weapon w, float fired, float hit);
31 bool accuracy_isgooddamage(entity attacker, entity targ);
32 bool accuracy_canbegooddamage(entity attacker);