float autocvar_sv_accuracy_data_share
Weapon Accuracy stats.
void accuracy_add(entity e, Weapon w, float fired, float hit, float real)
update accuracy stats
void accuracy_free(entity e)
float accuracy_fired[REGISTRY_MAX(Weapons)]
void accuracy_init(entity e)
init/free
float accuracy_frags[REGISTRY_MAX(Weapons)]
bool accuracy_isgooddamage(entity attacker, entity targ)
does this damage count towards accuracy stats?
bool accuracy_canbegooddamage(entity attacker)
if damage were to occur, would accuracy_isgooddamage be able to return true?
float accuracy_cnt_hit[REGISTRY_MAX(Weapons)]
float accuracy_hit[REGISTRY_MAX(Weapons)]
void accuracy_reset(entity e)
void accuracy_resend(entity e)
force a resend of a player's accuracy stats
float accuracy_cnt_fired[REGISTRY_MAX(Weapons)]
float accuracy_real[REGISTRY_MAX(Weapons)]
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
#define REPLICATE_INIT(type, name)