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game/server/dod/dod_statmgr.h
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78
game/server/dod/dod_statmgr.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef DOD_STATMGR_H
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#define DOD_STATMGR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "GameEventListener.h"
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#include <igamesystem.h>
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// Structure that holds all information related to how a player related to a
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//
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typedef struct
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{
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// shots taken
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int m_iNumShotsTaken;
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// shots hit
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int m_iNumShotsHit;
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// total damage given
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int m_iTotalDamageGiven;
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// average distance of hit shots
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float m_flAverageHitDistance;
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// total kills
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int m_iNumKills;
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// times we hit each hitgroup
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int m_iBodygroupsHit[7];
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// times hit by this weapon
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int m_iNumHitsTaken;
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// total damage given to us
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int m_iTotalDamageTaken;
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// times killed by this weapon
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int m_iTimesKilled;
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// times we were hit in each hitgroup
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int m_iHitInBodygroups[8];
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} weaponstat_t;
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// Can be used to represent a victim and how many times we killed him,
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// or as an attacker, how many times we were killed by this person
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typedef struct
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{
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char m_szPlayerName[MAX_PLAYER_NAME_LENGTH]; // when we add this player, store the player name
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int m_iUserID; // player that did the killing
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int m_iKills; // number of kills
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int m_iTotalDamage; // amount of damage
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} playerstat_t;
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class CDODStatManager : public CGameEventListener, public CAutoGameSystem
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{
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private:
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typedef CBaseGameSystem BaseClass;
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public:
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CDODStatManager();
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public: // IGameEventListener Interface
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virtual void FireGameEvent( IGameEvent * event );
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public: // CBaseGameSystem overrides
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virtual bool Init();
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//virtual void Shutdown() {}
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};
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#endif // DOD_STATMGR_H
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