delete(CS(e).accuracy);
}
+void accuracy_reset(entity e)
+{
+ entity a = CS(e).accuracy;
+ if (!a) return;
+
+ for (int i = 0; i < REGISTRY_MAX(Weapons); ++i)
+ {
+ a.accuracy_frags[i] = 0;
+ a.accuracy_hit[i] = 0;
+ a.accuracy_fired[i] = 0;
+ a.accuracy_cnt_hit[i] = 0;
+ a.accuracy_cnt_fired[i] = 0;
+ }
+}
+
// force a resend of a player's accuracy stats
void accuracy_resend(entity e)
{
{
return !warmup_stage && IS_CLIENT(attacker);
}
+
+REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
+REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");