vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
- vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
+ vecs = decompressShotOrigin(STAT(SHOTORG));
traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
trueaimpoint = trace_endpos;
STAT_LAST_VECTOR
};
-const int REGISTERED_STATS = 10;
+const int REGISTERED_STATS = 11;
REGISTER_STAT(KH_KEYS, int)
/** weapon requested to switch to; next WANTED weapon (for HUD) */
REGISTER_STAT(ALLOW_OLDVORTEXBEAM, bool)
REGISTER_STAT(FUEL, int)
REGISTER_STAT(NB_METERSTART, float)
+/** compressShotOrigin */
+REGISTER_STAT(SHOTORG, int)
enum {
STAT_FIRST_MAIN = (STAT_LAST_VECTOR - 1) + REGISTERED_STATS,
- /** compressShotOrigin */ STAT_SHOTORG,
STAT_LEADLIMIT,
STAT_WEAPON_CLIPLOAD,
STAT_WEAPON_CLIPSIZE,
.float floodcontrol_voice;
.float floodcontrol_voiceteam;
-.float stat_shotorg; // networked stat for trueaim HUD
+.float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD
string matchid;
addstat(STAT_SUPERWEAPONS_FINISHED, AS_FLOAT, superweapons_finished);
addstat(STAT_PLASMA, AS_INT, ammo_plasma);
- addstat(STAT_SHOTORG, AS_INT, stat_shotorg);
addstat(STAT_LEADLIMIT, AS_FLOAT, stat_leadlimit);
addstat(STAT_WEAPON_CLIPLOAD, AS_INT, clip_load);
addstat(STAT_WEAPON_CLIPSIZE, AS_INT, clip_size);