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