#include "CMisc.h" #include "rank.h" // ***************************************************** // class Grenades // ***************************************************** void Grenades::put( edict_t* grenade, float time, int type, CPlayer* player ) { Obj* a = new Obj; if ( a == 0 ) return; a->player = player; a->grenade = grenade; a->time = gpGlobals->time + time; a->type = type; a->prev = 0; a->next = head; if ( head ) head->prev = a; head = a; } bool Grenades::find( edict_t* enemy, CPlayer** p, int* type ) { bool found = false; Obj* a = head; while ( a ){ if ( a->time > gpGlobals->time ) { if ( a->grenade == enemy ) { found = true; *p = a->player; *type = a->type; } } else { Obj* next = a->next; if (a->prev) a->prev->next = next; else head = next; if (next) next->prev = a->prev; delete a; a = next; continue; } a = a->next; } return found; } void Grenades::clear() { while(head){ Obj* a = head->next; delete head; head = a; } } // ***************************************************** // class CPlayer // ***************************************************** void CPlayer::Disconnect(){ if ( ignoreBots(pEdict) || !isModuleActive() ) // ignore if he is bot and bots rank is disabled or module is paused return; rank->updatePosition( &life ); rank = 0; } void CPlayer::PutInServer(){ if ( ignoreBots(pEdict) ) return; restartStats(); const char* name = STRING(pEdict->v.netname); const char* unique = name; switch((int)csstats_rank->value) { case 1: if ( (unique = GETPLAYERAUTHID(pEdict)) == 0 ) unique = name; // failed to get authid break; case 2: unique = ip; } rank = g_rank.findEntryInRank( unique , name ); } void CPlayer::Connect(const char* address ){ bot = IsBot(); strcpy(ip,address); rank = 0; clearStats = 0.0f; } void CPlayer::restartStats(bool all) { if ( all ) memset(weapons,0,sizeof(weapons)); memset(weaponsRnd,0,sizeof(weaponsRnd)); //DEC-Weapon (Round) stats memset(attackers,0,sizeof(attackers)); memset(victims,0,sizeof(victims)); memset(&life,0,sizeof(life)); } void CPlayer::Init( int pi, edict_t* pe ) { pEdict = pe; index = pi; current = 0; clearStats = 0.0f; rank = 0; } void CPlayer::saveKill(CPlayer* pVictim, int wweapon, int hhs, int ttk){ if ( ignoreBots(pEdict,pVictim->pEdict) ) return; if ( pVictim->index == index ){ // killed self pVictim->weapons[0].deaths++; pVictim->life.deaths++; pVictim->weaponsRnd[0].deaths++; // DEC-Weapon (round) stats return; } pVictim->attackers[index].name = weaponData[wweapon].name; pVictim->attackers[index].kills++; pVictim->attackers[index].hs += hhs; pVictim->attackers[index].tks += ttk; pVictim->attackers[0].kills++; pVictim->attackers[0].hs += hhs; pVictim->attackers[0].tks += ttk; pVictim->weapons[pVictim->current].deaths++; pVictim->weapons[0].deaths++; pVictim->life.deaths++; pVictim->weaponsRnd[pVictim->current].deaths++; // DEC-Weapon (round) stats pVictim->weaponsRnd[0].deaths++; // DEC-Weapon (round) stats int vi = pVictim->index; victims[vi].name = weaponData[wweapon].name; victims[vi].deaths++; victims[vi].hs += hhs; victims[vi].tks += ttk; victims[0].deaths++; victims[0].hs += hhs; victims[0].tks += ttk; weaponsRnd[wweapon].kills++; // DEC-Weapon (round) stats weaponsRnd[wweapon].hs += hhs; // DEC-Weapon (round) stats weaponsRnd[wweapon].tks += ttk; // DEC-Weapon (round) stats weaponsRnd[0].kills++; // DEC-Weapon (round) stats weaponsRnd[0].hs += hhs; // DEC-Weapon (round) stats weaponsRnd[0].tks += ttk; // DEC-Weapon (round) stats weapons[wweapon].kills++; weapons[wweapon].hs += hhs; weapons[wweapon].tks += ttk; weapons[0].kills++; weapons[0].hs += hhs; weapons[0].tks += ttk; life.kills++; life.hs += hhs; life.tks += ttk; } void CPlayer::saveHit(CPlayer* pVictim, int wweapon, int ddamage, int bbody){ if ( ignoreBots(pEdict,pVictim->pEdict) ) return; if ( index == pVictim->index ) return; pVictim->attackers[index].hits++; pVictim->attackers[index].damage += ddamage; pVictim->attackers[index].bodyHits[bbody]++; pVictim->attackers[0].hits++; pVictim->attackers[0].damage += ddamage; pVictim->attackers[0].bodyHits[bbody]++; int vi = pVictim->index; victims[vi].hits++; victims[vi].damage += ddamage; victims[vi].bodyHits[bbody]++; victims[0].hits++; victims[0].damage += ddamage; victims[0].bodyHits[bbody]++; weaponsRnd[wweapon].hits++; // DEC-Weapon (round) stats weaponsRnd[wweapon].damage += ddamage; // DEC-Weapon (round) stats weaponsRnd[wweapon].bodyHits[bbody]++; // DEC-Weapon (round) stats weaponsRnd[0].hits++; // DEC-Weapon (round) stats weaponsRnd[0].damage += ddamage; // DEC-Weapon (round) stats weaponsRnd[0].bodyHits[bbody]++; // DEC-Weapon (round) stats weapons[wweapon].hits++; weapons[wweapon].damage += ddamage; weapons[wweapon].bodyHits[bbody]++; weapons[0].hits++; weapons[0].damage += ddamage; weapons[0].bodyHits[bbody]++; life.hits++; life.damage += ddamage; life.bodyHits[bbody]++; } void CPlayer::saveShot(int weapon){ if ( ignoreBots(pEdict) ) return; victims[0].shots++; weapons[weapon].shots++; weapons[0].shots++; life.shots++; weaponsRnd[weapon].shots++; // DEC-Weapon (round) stats weaponsRnd[0].shots++; // DEC-Weapon (round) stats } void CPlayer::saveBPlant(){ life.bPlants++; } void CPlayer::saveBExplode(){ life.bExplosions++; } void CPlayer::saveBDefusing(){ life.bDefusions++; } void CPlayer::saveBDefused(){ life.bDefused++; } // ***************************************************** bool ignoreBots (edict_t *pEnt, edict_t *pOther){ if ( !rankBots && ( pEnt->v.flags & FL_FAKECLIENT || ( pOther && pOther->v.flags & FL_FAKECLIENT ) ) ) return true; return false; } bool isModuleActive(){ if ( !(int)CVAR_GET_FLOAT("csstats_pause") ) return true; return false; }