vector keysize;
keysize = eX * mySize.x * (1/3.0) + eY * mySize.y * (1/(3.0 - !autocvar_hud_panel_pressedkeys_attack));
- float pressedkeys;
- pressedkeys = getstatf(STAT_PRESSED_KEYS);
+ int pressedkeys = STAT(PRESSED_KEYS);
if(autocvar_hud_panel_pressedkeys_attack)
{
STAT_LAST_VECTOR
};
-const int REGISTERED_STATS = 6;
+const int REGISTERED_STATS = 7;
REGISTER_STAT(KH_KEYS, int)
/** weapon requested to switch to; next WANTED weapon (for HUD) */
REGISTER_STAT(INVINCIBLE_FINISHED, float)
/** arc heat in [0,1] */
REGISTER_STAT(ARC_HEAT, float)
+REGISTER_STAT(PRESSED_KEYS, int)
enum {
STAT_FIRST_MAIN = (STAT_LAST_VECTOR - 1) + REGISTERED_STATS,
- STAT_PRESSED_KEYS,
/** this stat could later contain some other bits of info, like, more server-side particle config */ STAT_ALLOW_OLDVORTEXBEAM,
STAT_FUEL,
STAT_NB_METERSTART,
Nagger_Init();
addstat(STAT_SUPERWEAPONS_FINISHED, AS_FLOAT, superweapons_finished);
- addstat(STAT_PRESSED_KEYS, AS_FLOAT, pressedkeys);
addstat(STAT_FUEL, AS_INT, ammo_fuel);
addstat(STAT_PLASMA, AS_INT, ammo_plasma);
addstat(STAT_SHOTORG, AS_INT, stat_shotorg);