drawstring(position + '0 9 0' * sbar_fontsize_y, "Shots missed:", sbar_fontsize, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
\r
-void Sbar_DrawAccuracyStats_Description_Splash(vector position)\r
+/*void Sbar_DrawAccuracyStats_Description_Splash(vector position)\r
{\r
drawstring(position + '0 3 0' * sbar_fontsize_y, "Maximum damage:", sbar_fontsize, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
drawstring(position + '0 5 0' * sbar_fontsize_y, "Actual damage:", sbar_fontsize, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
drawstring(position + '0 7 0' * sbar_fontsize_y, "Accuracy:", sbar_fontsize, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
drawstring(position + '0 9 0' * sbar_fontsize_y, "Damage wasted:", sbar_fontsize, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
-}\r
+}*/ // we have no splash damage weapons, but keep this code just in case\r
\r
void Sbar_DrawAccuracyStats()\r
{\r
- float i, count_hitscan, count_splash, row_hitscan, row_splash; // count is the number of 'colums'\r
+ float i, count_hitscan, /*count_splash,*/ row_hitscan/*, row_splash*/; // count is the number of 'colums'\r
float weapon_hit, weapon_damage, weapon_stats;\r
float left_border; // position where the weapons start, the description is in the border\r
vector fill_colour, fill_size;\r
float top_border_hitscan = cvar("sbar_scoreboard_offset") + 55; // position where the hitscan row starts: pixels down the screen\r
Sbar_DrawAccuracyStats_Description_Hitscan('1 0 0' * col_margin + '0 1 0' * top_border_hitscan);\r
\r
- float top_border_splash = cvar("sbar_scoreboard_offset") + 175; // position where the splash row starts: pixels down the screen\r
- Sbar_DrawAccuracyStats_Description_Splash('1 0 0' * col_margin + '0 1 0' * top_border_splash);\r
+// float top_border_splash = cvar("sbar_scoreboard_offset") + 175; // position where the splash row starts: pixels down the screen\r
+// Sbar_DrawAccuracyStats_Description_Splash('1 0 0' * col_margin + '0 1 0' * top_border_splash);\r
\r
for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
{\r
border_colour = (i == activeweapon) ? '1 1 1' : '0 0 0'; // white or black border\r
\r
if (weapon_damage) {\r
- if (self.spawnflags & WEP_TYPE_SPLASH) {\r
+ /*if (self.spawnflags & WEP_TYPE_SPLASH) {\r
weapon_stats = bound(0, floor(100 * weapon_hit / weapon_damage), 100);\r
\r
fill_colour_x = 1 - 0.015 * weapon_stats;\r
drawstringright(pos + '4.5 0 0' * sbar_fontsize_x + '0 9 0' * sbar_fontsize_y, ftos(max(0, weapon_damage - weapon_hit)), sbar_fontsize, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
\r
++count_splash;\r
- } else if (self.spawnflags & WEP_TYPE_HITSCAN) {\r
+ } else*/ // we have no splash damage weapons, but keep this code just in case\r
+\r
+ if (self.spawnflags & WEP_TYPE_HITSCAN) {\r
weapon_stats = bound(0, floor(100 * weapon_hit / weapon_damage), 100);\r
\r
fill_colour_x = 1 - 0.015 * weapon_stats;\r
#ifdef REGISTER_WEAPON\r
-REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "grabber", "grabber", "Grabber");\r
+REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, 0, "grabber", "grabber", "Grabber");\r
#else\r
.float dmg;\r
.float dmg_edge;\r
.float grabber_time_grabbered;\r
.float grabber_time_fueldecrease;\r
\r
+void W_Grabber_UpdateStats(entity e, float shot, float hit)\r
+{\r
+ // this may not be entierly right, but for the time being we're recording the hook accuracy here\r
+ // this is likely needed for detecting if the hook has hit (linked to) another person though\r
+ if(shot)\r
+ {\r
+ e.stats_fired[e.weapon - 1] += 1;\r
+ e.stat_fired = e.weapon + 64 * floor(e.stats_fired[e.weapon - 1]);\r
+ }\r
+ if(hit)\r
+ {\r
+ e.stats_hit[e.weapon - 1] += 1;\r
+ e.stat_hit = e.weapon + 64 * floor(e.stats_hit[e.weapon - 1]);\r
+ }\r
+}\r
+\r
void W_Grabber_Touch2 (void)\r
{\r
PROJECTILE_TOUCH;\r
return;\r
\r
W_SetupShot (self, TRUE, 0, "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));\r
+ W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below\r
\r
WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));\r
\r
pointparticles(particleeffectnum("grabber_melee"), w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), '0 0 0', 1);\r
\r
if (trace_fraction < 1)\r
+ {\r
Damage(trace_ent, self, self, cvar("g_balance_grabber_secondary_damage"), WEP_GRABBER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_grabber_secondary_force") * w_shotdir);\r
+ W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
+ }\r
\r
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
self.ammo_fuel = self.ammo_fuel - cvar("g_balance_grabber_secondary_ammo");\r