void CPlayer::Disconnect() { if ( ignoreBots(pEdict) || !isModuleActive() ) // ignore if he is bot and bots rank is disabled or module is paused return; rank->updatePosition( &life ); ingame = false; }
void CPlayer::saveBDefusing() { if ( !isModuleActive() ) return; life.bDefusions++; }
void CPlayer::Disconnect() { ingame = false; bot = false; savedScore = 0; oldteam = 0; oldclass = 0; oldprone = 0; oldstamina = 0.0f; // Model Stuff sModel.is_model_set = false; sModel.body_num = 0; // Object stuff object.pEdict = NULL; object.type = 0; object.carrying = false; object.do_forward = false; if ( ignoreBots(pEdict) || !isModuleActive() ) // ignore if he is bot and bots rank is disabled or module is paused return; rank->updatePosition( &life ); }
void CPlayer::saveBDefused() { if ( !isModuleActive() ) return; life.bDefused++; }
void CPlayer::saveBExplode() { if ( !isModuleActive() ) return; life.bExplosions++; }
void CPlayer::saveBPlant() { if ( !isModuleActive() ) return; life.bPlants++; }
void CPlayer::saveKill(CPlayer* pVictim, int wweapon, int hhs, int ttk) { if ( !isModuleActive() ) return; if ( ignoreBots(pEdict,pVictim->pEdict) ) return; if ( pVictim->index == index ){ // killed self pVictim->weapons[0].deaths++; pVictim->life.deaths++; pVictim->weaponsRnd[0].deaths++; // DEC-Weapon (round) stats return; } pVictim->attackers[index].name = weaponData[wweapon].name; pVictim->attackers[index].kills++; pVictim->attackers[index].hs += hhs; pVictim->attackers[index].tks += ttk; pVictim->attackers[0].kills++; pVictim->attackers[0].hs += hhs; pVictim->attackers[0].tks += ttk; pVictim->weapons[pVictim->current].deaths++; pVictim->weapons[0].deaths++; pVictim->life.deaths++; pVictim->weaponsRnd[pVictim->current].deaths++; // DEC-Weapon (round) stats pVictim->weaponsRnd[0].deaths++; // DEC-Weapon (round) stats int vi = pVictim->index; victims[vi].name = weaponData[wweapon].name; victims[vi].deaths++; victims[vi].hs += hhs; victims[vi].tks += ttk; victims[0].deaths++; victims[0].hs += hhs; victims[0].tks += ttk; weaponsRnd[wweapon].kills++; // DEC-Weapon (round) stats weaponsRnd[wweapon].hs += hhs; // DEC-Weapon (round) stats weaponsRnd[wweapon].tks += ttk; // DEC-Weapon (round) stats weaponsRnd[0].kills++; // DEC-Weapon (round) stats weaponsRnd[0].hs += hhs; // DEC-Weapon (round) stats weaponsRnd[0].tks += ttk; // DEC-Weapon (round) stats weapons[wweapon].kills++; weapons[wweapon].hs += hhs; weapons[wweapon].tks += ttk; weapons[0].kills++; weapons[0].hs += hhs; weapons[0].tks += ttk; life.kills++; life.hs += hhs; life.tks += ttk; }
void CPlayer::Disconnect(){ if ( ignoreBots(pEdict) || !isModuleActive() ) // ignore if he is bot and bots rank is disabled or module is paused return; if (rank != 0) // Just a sanity check, FL_FAKECLIENT is notoriously unreliable. { rank->updatePosition( &life ); } rank = 0; }
void CPlayer::saveShot(int weapon) { if ( !isModuleActive() ) return; if ( ignoreBots(pEdict) ) return; victims[0].shots++; weapons[weapon].shots++; weapons[0].shots++; life.shots++; weaponsRnd[weapon].shots++; // DEC-Weapon (round) stats weaponsRnd[0].shots++; // DEC-Weapon (round) stats }
void CPlayer::saveHit(CPlayer* pVictim, int wweapon, int ddamage, int bbody) { if ( !isModuleActive() ) return; if ( ignoreBots(pEdict,pVictim->pEdict) ) return; if ( index == pVictim->index ) return; pVictim->attackers[index].hits++; pVictim->attackers[index].damage += ddamage; pVictim->attackers[index].bodyHits[bbody]++; pVictim->attackers[0].hits++; pVictim->attackers[0].damage += ddamage; pVictim->attackers[0].bodyHits[bbody]++; int vi = pVictim->index; victims[vi].hits++; victims[vi].damage += ddamage; victims[vi].bodyHits[bbody]++; victims[0].hits++; victims[0].damage += ddamage; victims[0].bodyHits[bbody]++; weaponsRnd[wweapon].hits++; // DEC-Weapon (round) stats weaponsRnd[wweapon].damage += ddamage; // DEC-Weapon (round) stats weaponsRnd[wweapon].bodyHits[bbody]++; // DEC-Weapon (round) stats weaponsRnd[0].hits++; // DEC-Weapon (round) stats weaponsRnd[0].damage += ddamage; // DEC-Weapon (round) stats weaponsRnd[0].bodyHits[bbody]++; // DEC-Weapon (round) stats weapons[wweapon].hits++; weapons[wweapon].damage += ddamage; weapons[wweapon].bodyHits[bbody]++; weapons[0].hits++; weapons[0].damage += ddamage; weapons[0].bodyHits[bbody]++; life.hits++; life.damage += ddamage; life.bodyHits[bbody]++; }