]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge remote-tracking branch 'origin/master' into samual/weapons
authorSamual Lenks <samual@xonotic.org>
Sat, 14 Sep 2013 04:01:15 +0000 (00:01 -0400)
committerSamual Lenks <samual@xonotic.org>
Sat, 14 Sep 2013 04:01:15 +0000 (00:01 -0400)
Conflicts:
qcsrc/common/weapons/w_tuba.qc

12 files changed:
1  2 
qcsrc/client/miscfunctions.qc
qcsrc/common/command/generic.qc
qcsrc/common/util.qc
qcsrc/common/util.qh
qcsrc/common/weapons/w_tuba.qc
qcsrc/server/cl_client.qc
qcsrc/server/cl_player.qc
qcsrc/server/defs.qh
qcsrc/server/g_damage.qc
qcsrc/server/g_world.qc
qcsrc/server/miscfunctions.qc
qcsrc/server/weapons/accuracy.qc

Simple merge
Simple merge
Simple merge
Simple merge
index 8d095787ba34d697aab1396c5e648bd0d879c7b5,0000000000000000000000000000000000000000..4f777d72979893352842c4304cfa5bfcac8f0eb7
mode 100644,000000..100644
--- /dev/null
@@@ -1,490 -1,0 +1,491 @@@
- /* fullname */ _("@!#%'n Tuba")
 +#ifdef REGISTER_WEAPON
 +REGISTER_WEAPON(
 +/* WEP_##id */ TUBA,
 +/* function */ w_tuba,
 +/* ammotype */ 0,
 +/* impulse  */ 1,
 +/* flags    */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
 +/* rating   */ BOT_PICKUP_RATING_MID,
 +/* model    */ "tuba",
 +/* netname  */ "tuba",
++/* xgettext:no-c-format */
++/* fullname  */ _("@!#%'n Tuba")
 +);
 +
 +#define TUBA_SETTINGS(weapon) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, animtime) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, attenuation) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, damage) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, edgedamage) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, force) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, radius) \
 +      WEP_ADD_CVAR(weapon, MO_NONE, refire) \
 +      WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
 +      WEP_ADD_PROP(weapon, reloading_time, reload_time) \
 +      WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
 +      WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
 +
 +#ifdef SVQC
 +TUBA_SETTINGS(tuba)
 +.entity tuba_note;
 +.float tuba_smoketime;
 +.float tuba_instrument;
 +
 +#define MAX_TUBANOTES 32
 +.float tuba_lastnotes_last;
 +.float tuba_lastnotes_cnt; // over
 +.vector tuba_lastnotes[MAX_TUBANOTES];
 +#endif
 +#else
 +#ifdef SVQC
 +void spawnfunc_weapon_tuba (void) { weapon_defaultspawnfunc(WEP_TUBA); }
 +
 +float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
 +{
 +      float i, j, mmin, mmax, nolength;
 +      float n = tokenize_console(melody);
 +      if(n > pl.tuba_lastnotes_cnt)
 +              return FALSE;
 +      float pitchshift = 0;
 +
 +      if(instrument >= 0)
 +              if(pl.tuba_instrument != instrument)
 +                      return FALSE;
 +
 +      // verify notes...
 +      nolength = FALSE;
 +      for(i = 0; i < n; ++i)
 +      {
 +              vector v = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
 +              float ai = stof(argv(n - i - 1));
 +              float np = floor(ai);
 +              if(ai == np)
 +                      nolength = TRUE;
 +              // n counts the last played notes BACKWARDS
 +              // _x is start
 +              // _y is end
 +              // _z is note pitch
 +              if(ignorepitch && i == 0)
 +              {
 +                      pitchshift = np - v_z;
 +              }
 +              else
 +              {
 +                      if(v_z + pitchshift != np)
 +                              return FALSE;
 +              }
 +      }
 +
 +      // now we know the right NOTES were played
 +      if(!nolength)
 +      {
 +              // verify rhythm...
 +              float ti = 0;
 +              if(maxtempo > 0)
 +                      mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
 +              else
 +                      mmin = 0;
 +              if(mintempo > 0)
 +                      mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
 +              else
 +                      mmax = 240; // you won't try THAT hard... (tempo 1)
 +              //print(sprintf("initial tempo rules: %f %f\n", mmin, mmax));
 +
 +              for(i = 0; i < n; ++i)
 +              {
 +                      vector vi = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
 +                      float ai = stof(argv(n - i - 1));
 +                      ti -= 1 / (ai - floor(ai));
 +                      float tj = ti;
 +                      for(j = i+1; j < n; ++j)
 +                      {
 +                              vector vj = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - j + MAX_TUBANOTES, MAX_TUBANOTES)]);
 +                              float aj = stof(argv(n - j - 1));
 +                              tj -= (aj - floor(aj));
 +
 +                              // note i should be at m*ti+b
 +                              // note j should be at m*tj+b
 +                              // so:
 +                              // we have a LINE l, so that
 +                              // vi_x <= l(ti) <= vi_y
 +                              // vj_x <= l(tj) <= vj_y
 +                              // what is m?
 +
 +                              // vi_x <= vi_y <= vj_x <= vj_y
 +                              // ti <= tj
 +                              //print(sprintf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti));
 +                              //print(sprintf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj));
 +                              //print(sprintf("m1 = %f\n", (vi_x - vj_y) / (ti - tj)));
 +                              //print(sprintf("m2 = %f\n", (vi_y - vj_x) / (ti - tj)));
 +                              mmin = max(mmin, (vi_x - vj_y) / (ti - tj)); // lower bound
 +                              mmax = min(mmax, (vi_y - vj_x) / (ti - tj)); // upper bound
 +                      }
 +              }
 +
 +              if(mmin > mmax) // rhythm fail
 +                      return FALSE;
 +      }
 +
 +      pl.tuba_lastnotes_cnt = 0;
 +
 +      return TRUE;
 +}
 +
 +void W_Tuba_NoteOff()
 +{
 +      // we have a note:
 +      //   on: self.spawnshieldtime
 +      //   off: time
 +      //   note: self.cnt
 +      if(self.owner.tuba_note == self)
 +      {
 +              self.owner.tuba_lastnotes_last = mod(self.owner.tuba_lastnotes_last + 1, MAX_TUBANOTES);
 +              self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt;
 +              self.owner.tuba_note = world;
 +              self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
 +
 +              string s;
 +              s = trigger_magicear_processmessage_forallears(self.owner, 0, world, string_null);
 +              if(s != "")
 +              {
 +                      // simulate a server message
 +                      switch(self.tuba_instrument)
 +                      {
 +                              default:
 +                              case 0: // Tuba
 +                                      bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
 +                                      break;
 +                              case 1:
 +                                      bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
 +                                      break;
 +                              case 2:
 +                                      bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
 +                                      break;
 +                      }
 +              }
 +      }
 +      remove(self);
 +}
 +
 +float Tuba_GetNote(entity pl, float hittype)
 +{
 +      float note;
 +      float movestate;
 +      movestate = 5;
 +      if(pl.movement_x < 0) movestate -= 3;
 +      if(pl.movement_x > 0) movestate += 3;
 +      if(pl.movement_y < 0) movestate -= 1;
 +      if(pl.movement_y > 0) movestate += 1;
 +#ifdef GMQCC
 +      note = 0;
 +#endif
 +      switch(movestate)
 +      {
 +      // layout: originally I wanted
 +      //   eb e  e#=f
 +      //   B  c  d
 +      //   Gb G  G#
 +      // but then you only use forward and right key. So to make things more
 +      // interesting, I swapped B with e#. Har har har...
 +      //   eb e  B
 +      // f=e# c  d
 +      //   Gb G  G#
 +              case 1: note = -6; break; // Gb
 +              case 2: note = -5; break; // G
 +              case 3: note = -4; break; // G#
 +              case 4: note = +5; break; // e#
 +              default:
 +              case 5: note =  0; break; // c
 +              case 6: note = +2; break; // d
 +              case 7: note = +3; break; // eb
 +              case 8: note = +4; break; // e
 +              case 9: note = -1; break; // B
 +      }
 +      if(pl.BUTTON_CROUCH)
 +              note -= 12;
 +      if(pl.BUTTON_JUMP)
 +              note += 12;
 +      if(hittype & HITTYPE_SECONDARY)
 +              note += 7;
 +      
 +      // we support two kinds of tubas, those tuned in Eb and those tuned in C
 +      // kind of tuba currently is player slot number, or team number if in
 +      // teamplay
 +      // that way, holes in the range of notes are "plugged"
 +      if(teamplay)
 +      {
 +              if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
 +                      note += 3;
 +      }
 +      else
 +      {
 +              if(pl.clientcolors & 1)
 +                      note += 3;
 +      }
 +      
 +      // total range of notes:
 +      //                       0
 +      //                 ***  ** ****
 +      //                        ***  ** ****
 +      //     ***  ** ****
 +      //            ***  ** ****
 +      //     ***  ********************* ****
 +      //     -18.........................+12
 +      //        ***  ********************* ****
 +      //     -18............................+15
 +      //     with jump: ... +24
 +      //     ... +27
 +      return note;
 +}
 +
 +float W_Tuba_NoteSendEntity(entity to, float sf)
 +{
 +      float f;
 +
 +      msg_entity = to;
 +      if(!sound_allowed(MSG_ONE, self.realowner))
 +              return FALSE;
 +
 +      WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
 +      WriteByte(MSG_ENTITY, sf);
 +      if(sf & 1)
 +      {
 +              WriteChar(MSG_ENTITY, self.cnt);
 +              f = 0;
 +              if(self.realowner != to)
 +                      f |= 1;
 +              f |= 2 * self.tuba_instrument;
 +              WriteByte(MSG_ENTITY, f);
 +      }
 +      if(sf & 2)
 +      {
 +              WriteCoord(MSG_ENTITY, self.origin_x);
 +              WriteCoord(MSG_ENTITY, self.origin_y);
 +              WriteCoord(MSG_ENTITY, self.origin_z);
 +      }
 +      return TRUE;
 +}
 +
 +void W_Tuba_NoteThink()
 +{
 +      float dist_mult;
 +      float vol0, vol1;
 +      vector dir0, dir1;
 +      vector v;
 +      entity e;
 +      if(time > self.teleport_time)
 +      {
 +              W_Tuba_NoteOff();
 +              return;
 +      }
 +      self.nextthink = time;
 +      dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius;
 +      FOR_EACH_REALCLIENT(e)
 +      if(e != self.realowner)
 +      {
 +              v = self.origin - (e.origin + e.view_ofs);
 +              vol0 = max(0, 1 - vlen(v) * dist_mult);
 +              dir0 = normalize(v);
 +              v = self.realowner.origin - (e.origin + e.view_ofs);
 +              vol1 = max(0, 1 - vlen(v) * dist_mult);
 +              dir1 = normalize(v);
 +              if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
 +              {
 +                      setorigin(self, self.realowner.origin);
 +                      self.SendFlags |= 2;
 +                      break;
 +              }
 +              if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
 +              {
 +                      setorigin(self, self.realowner.origin);
 +                      self.SendFlags |= 2;
 +                      break;
 +              }
 +      }
 +}
 +
 +void W_Tuba_NoteOn(float hittype)
 +{
 +      vector o;
 +      float n;
 +
 +      W_SetupShot(self, FALSE, 2, "", 0, WEP_CVAR(tuba, damage));
 +
 +      n = Tuba_GetNote(self, hittype);
 +
 +      hittype = 0;
 +      if(self.tuba_instrument & 1)
 +              hittype |= HITTYPE_SECONDARY;
 +      if(self.tuba_instrument & 2)
 +              hittype |= HITTYPE_BOUNCE;
 +
 +      if(self.tuba_note)
 +      {
 +              if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument)
 +              {
 +                      entity oldself = self;
 +                      self = self.tuba_note;
 +                      W_Tuba_NoteOff();
 +                      self = oldself;
 +              }
 +      }
 +
 +      if not(self.tuba_note)
 +      {
 +              self.tuba_note = spawn();
 +              self.tuba_note.owner = self.tuba_note.realowner = self;
 +              self.tuba_note.cnt = n;
 +              self.tuba_note.tuba_instrument = self.tuba_instrument;
 +              self.tuba_note.think = W_Tuba_NoteThink;
 +              self.tuba_note.nextthink = time;
 +              self.tuba_note.spawnshieldtime = time;
 +              Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
 +      }
 +
 +      self.tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
 +
 +      //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
 +      RadiusDamage(self, self, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), world, world, WEP_CVAR(tuba, force), hittype | WEP_TUBA, world);
 +
 +      o = gettaginfo(self.exteriorweaponentity, 0);
 +      if(time > self.tuba_smoketime)
 +      {
 +              pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
 +              self.tuba_smoketime = time + 0.25;
 +      }
 +}
 +
 +float w_tuba(float req)
 +{
 +      switch(req)
 +      {
 +              case WR_AIM:
 +              {
 +                      // bots cannot play the Tuba well yet
 +                      // I think they should start with the recorder first
 +                      if(vlen(self.origin - self.enemy.origin) < WEP_CVAR(tuba, radius))
 +                      {
 +                              if(random() > 0.5)
 +                                      self.BUTTON_ATCK = 1;
 +                              else
 +                                      self.BUTTON_ATCK2 = 1;
 +                      }
 +                      
 +                      return TRUE;
 +              }
 +              case WR_THINK:
 +              {
 +                      if (self.BUTTON_ATCK)
 +                      if (weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
 +                      {
 +                              W_Tuba_NoteOn(0);
 +                              //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
 +                              weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
 +                      }
 +                      if (self.BUTTON_ATCK2)
 +                      if (weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
 +                      {
 +                              W_Tuba_NoteOn(HITTYPE_SECONDARY);
 +                              //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
 +                              weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
 +                      }
 +                      if(self.tuba_note)
 +                      {
 +                              if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
 +                              {
 +                                      entity oldself = self;
 +                                      self = self.tuba_note;
 +                                      W_Tuba_NoteOff();
 +                                      self = oldself;
 +                              }
 +                      }
 +                      
 +                      return TRUE;
 +              }
 +              case WR_INIT:
 +              {
 +                      precache_model ("models/weapons/g_tuba.md3");
 +                      precache_model ("models/weapons/v_tuba.md3");
 +                      precache_model ("models/weapons/h_tuba.iqm");
 +                      precache_model ("models/weapons/v_akordeon.md3");
 +                      precache_model ("models/weapons/h_akordeon.iqm");
 +                      precache_model ("models/weapons/v_kleinbottle.md3");
 +                      precache_model ("models/weapons/h_kleinbottle.iqm");
 +                      WEP_SET_PROPS(TUBA_SETTINGS(tuba), WEP_TUBA)
 +                      return TRUE;
 +              }
 +              case WR_SETUP:
 +              {
 +                      self.current_ammo = ammo_none;
 +                      self.tuba_instrument = 0;
 +                      return TRUE;
 +              }
 +              case WR_RELOAD:
 +              {
 +                      // switch to alternate instruments :)
 +                      if(self.weaponentity.state == WS_READY)
 +                      {
 +                              switch(self.tuba_instrument)
 +                              {
 +                                      case 0:
 +                                              self.tuba_instrument = 1;
 +                                              self.weaponname = "akordeon";
 +                                              break;
 +                                      case 1:
 +                                              self.tuba_instrument = 2;
 +                                              self.weaponname = "kleinbottle";
 +                                              break;
 +                                      case 2:
 +                                              self.tuba_instrument = 0;
 +                                              self.weaponname = "tuba";
 +                                              break;
 +                              }
 +                              W_SetupShot(self, FALSE, 0, "", 0, 0);
 +                              pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
 +                              self.weaponentity.state = WS_INUSE;
 +                              weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
 +                      }
 +                      
 +                      return TRUE;
 +              }
 +              case WR_CHECKAMMO1:
 +              case WR_CHECKAMMO2:
 +              {
 +                      return TRUE; // tuba has infinite ammo
 +              }
 +              case WR_CONFIG:
 +              {
 +                      WEP_CONFIG_SETTINGS(TUBA_SETTINGS(tuba))
 +                      return TRUE;
 +              }
 +              case WR_SUICIDEMESSAGE:
 +              {
 +                      if(w_deathtype & HITTYPE_BOUNCE)
 +                              return WEAPON_KLEINBOTTLE_SUICIDE;
 +                      else if(w_deathtype & HITTYPE_SECONDARY)
 +                              return WEAPON_ACCORDEON_SUICIDE;
 +                      else
 +                              return WEAPON_TUBA_SUICIDE;
 +              }
 +              case WR_KILLMESSAGE:
 +              {
 +                      if(w_deathtype & HITTYPE_BOUNCE)
 +                              return WEAPON_KLEINBOTTLE_MURDER;
 +                      else if(w_deathtype & HITTYPE_SECONDARY)
 +                              return WEAPON_ACCORDEON_MURDER;
 +                      else
 +                              return WEAPON_TUBA_MURDER;
 +              }
 +      }
 +      return TRUE;
 +}
 +#endif
 +#ifdef CSQC
 +float w_tuba(float req)
 +{
 +      // nothing to do here; particles of tuba are handled differently
 +
 +      return TRUE;
 +}
 +#endif
 +#endif
index c64b6da61339064bec37da462171dfa090751038,baf696f6ef60804bbce60aa81aeaf8dffc173cd0..e763d662df93bb27b206b77965f497126c81d306
@@@ -417,14 -417,14 +417,14 @@@ void PutClientInServer (void
                self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
                self.air_finished = time + 12;
                self.dmg = 2;
 -              if(autocvar_g_balance_nex_charge)
 +              if(WEP_CVAR(nex, charge))
                {
 -                      if(autocvar_g_balance_nex_secondary_chargepool)
 +                      if(WEP_CVAR_SEC(nex, chargepool))
                                self.nex_chargepool_ammo = 1;
 -                      self.nex_charge = autocvar_g_balance_nex_charge_start;
 +                      self.nex_charge = WEP_CVAR(nex, charge_start);
                }
  
-               if(inWarmupStage)
+               if(warmup_stage)
                {
                        self.ammo_shells = warmup_start_ammo_shells;
                        self.ammo_nails = warmup_start_ammo_nails;
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
index 0f077a5fb83e570fed8c41861ce141a544c78c10,0000000000000000000000000000000000000000..2429b2cb57ade36c0fe89f8581d38091aea9f857
mode 100644,000000..100644
--- /dev/null
@@@ -1,120 -1,0 +1,120 @@@
-       if(!inWarmupStage)
 +float accuracy_byte(float n, float d)
 +{
 +      //print(sprintf("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 not(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(!inWarmupStage)
++      if(!warmup_stage)
 +      if(IS_CLIENT(targ))
 +      if(targ.deadflag == DEAD_NO)
 +      if(IsDifferentTeam(attacker, targ))
 +              return TRUE;
 +      return FALSE;
 +}
 +
 +float accuracy_canbegooddamage(entity attacker)
 +{
++      if(!warmup_stage)
 +              return TRUE;
 +      return FALSE;
 +}