3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
6 float autocvar_sv_accuracy_data_share = 1;
8 .bool cvar_cl_accuracy_data_share;
9 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
10 .bool cvar_cl_accuracy_data_receive;
11 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
14 .float accuracy_frags[REGISTRY_MAX(Weapons)];
16 .float accuracy_hit[REGISTRY_MAX(Weapons)];
17 .float accuracy_fired[REGISTRY_MAX(Weapons)];
18 .float accuracy_cnt_hit[REGISTRY_MAX(Weapons)];
19 .float accuracy_cnt_fired[REGISTRY_MAX(Weapons)];
23 void accuracy_init(entity e);
24 void accuracy_free(entity e);
26 // force a resend of a player's accuracy stats
27 void accuracy_resend(entity e);
29 // update accuracy stats
30 void accuracy_add(entity e, Weapon w, float fired, float hit);
33 bool accuracy_isgooddamage(entity attacker, entity targ);
34 bool accuracy_canbegooddamage(entity attacker);