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1722 lines
56 KiB
1722 lines
56 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: CS game stats
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//
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// $NoKeywords: $
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//=============================================================================//
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// Some tricky business here - we don't want to include the precompiled header for the statreader
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// and trying to #ifdef it out does funky things like ignoring the #endif. Define our header file
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// separately and include it based on the switch
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#include "cbase.h"
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#include <tier0/platform.h>
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#include "cs_gamerules.h"
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#include "cs_gamestats.h"
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#include "weapon_csbase.h"
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#include "props.h"
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#include "cs_achievement_constants.h"
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#include "../../shared/cstrike/weapon_c4.h"
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#include <time.h>
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#include "filesystem.h"
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#include "bot_util.h"
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#include "cdll_int.h"
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#include "steamworks_gamestats.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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float g_flGameStatsUpdateTime = 0.0f;
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short g_iTerroristVictories[CS_NUM_LEVELS];
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short g_iCounterTVictories[CS_NUM_LEVELS];
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short g_iWeaponPurchases[WEAPON_MAX];
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short g_iAutoBuyPurchases = 0;
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short g_iReBuyPurchases = 0;
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short g_iAutoBuyM4A1Purchases = 0;
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short g_iAutoBuyAK47Purchases = 0;
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short g_iAutoBuyFamasPurchases = 0;
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short g_iAutoBuyGalilPurchases = 0;
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short g_iAutoBuyVestHelmPurchases = 0;
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short g_iAutoBuyVestPurchases = 0;
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struct PropModelStats_t
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{
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const char* szPropModelName;
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CSStatType_t statType;
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} PropModelStatsTableInit[] =
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{
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{ "models/props/cs_office/computer_caseb.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
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{ "models/props/cs_office/computer_monitor.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
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{ "models/props/cs_office/phone.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
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{ "models/props/cs_office/projector.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
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{ "models/props/cs_office/TV_plasma.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
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{ "models/props/cs_office/computer_keyboard.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
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{ "models/props/cs_office/radio.mdl", CSSTAT_PROPSBROKEN_OFFICERADIO },
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{ "models/props/cs_office/trash_can.mdl", CSSTAT_PROPSBROKEN_OFFICEJUNK },
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{ "models/props/cs_office/file_box.mdl", CSSTAT_PROPSBROKEN_OFFICEJUNK },
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{ "models/props_junk/watermelon01.mdl", CSSTAT_PROPSBROKEN_ITALY_MELON },
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// models/props/de_inferno/claypot01.mdl
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// models/props/de_inferno/claypot02.mdl
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// models/props/de_dust/grainbasket01c.mdl
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// models/props_junk/wood_crate001a.mdl
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// models/props/cs_office/file_box_p1.mdl
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};
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struct ServerStats_t
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{
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int achievementId;
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int statId;
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int roundRequirement;
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int matchRequirement;
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const char* mapFilter;
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bool IsMet(int roundStat, int matchStat)
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{
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return roundStat >= roundRequirement && matchStat >= matchRequirement;
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}
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} ServerStatBasedAchievements[] =
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{
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{ CSBreakWindows, CSSTAT_NUM_BROKEN_WINDOWS, AchievementConsts::BreakWindowsInOfficeRound_Windows, 0, "cs_office" },
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{ CSBreakProps, CSSTAT_PROPSBROKEN_ALL, AchievementConsts::BreakPropsInRound_Props, 0, NULL },
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{ CSUnstoppableForce, CSSTAT_KILLS, AchievementConsts::UnstoppableForce_Kills, 0, NULL },
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{ CSHeadshotsInRound, CSSTAT_KILLS_HEADSHOT, AchievementConsts::HeadshotsInRound_Kills, 0, NULL },
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{ CSDominationOverkillsMatch, CSSTAT_DOMINATION_OVERKILLS, 0, 10, NULL },
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};
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//=============================================================================
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// HPE_BEGIN:
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// [Forrest] Allow nemesis/revenge to be turned off for a server
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//=============================================================================
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static void SvNoNemesisChangeCallback( IConVar *pConVar, const char *pOldValue, float flOldValue )
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{
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ConVarRef var( pConVar );
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if ( var.IsValid() && var.GetBool() )
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{
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// Clear all nemesis relationships.
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for ( int i = 1 ; i <= gpGlobals->maxClients ; i++ )
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{
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CCSPlayer *pTemp = ToCSPlayer( UTIL_PlayerByIndex( i ) );
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if ( pTemp )
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{
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pTemp->RemoveNemesisRelationships();
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}
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}
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}
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}
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ConVar sv_nonemesis( "sv_nonemesis", "0", 0, "Disable nemesis and revenge.", SvNoNemesisChangeCallback );
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//=============================================================================
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// HPE_END
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//=============================================================================
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int GetCSLevelIndex( const char *pLevelName )
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{
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for ( int i = 0; MapName_StatId_Table[i].statWinsId != CSSTAT_UNDEFINED; i ++ )
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{
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if ( Q_strcmp( pLevelName, MapName_StatId_Table[i].szMapName ) == 0 )
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return i;
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}
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return -1;
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}
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ConVar sv_debugroundstats( "sv_debugroundstats", "0", 0, "A temporary variable that will print extra information about stats upload which may be useful in debugging any problems." );
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//=============================================================================
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// HPE_BEGIN:
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// [menglish] Addition of CCS_GameStats class
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//=============================================================================
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CCSGameStats CCS_GameStats;
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CCSGameStats::StatContainerList_t* CCSGameStats::s_StatLists = new CCSGameStats::StatContainerList_t();
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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// Input : -
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//-----------------------------------------------------------------------------
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CCSGameStats::CCSGameStats()
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{
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gamestats = this;
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Clear();
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m_fDisseminationTimerLow = m_fDisseminationTimerHigh = 0.0f;
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// create table for mapping prop models to stats
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for ( int i = 0; i < ARRAYSIZE(PropModelStatsTableInit); ++i)
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{
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m_PropStatTable.Insert(PropModelStatsTableInit[i].szPropModelName, PropModelStatsTableInit[i].statType);
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}
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m_numberOfRoundsForDirectAverages = 0;
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m_numberOfTerroristEntriesForDirectAverages = 0;
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m_numberOfCounterTerroristEntriesForDirectAverages = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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// Input : -
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//-----------------------------------------------------------------------------
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CCSGameStats::~CCSGameStats()
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{
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Clear();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Clear out game stats
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// Input : -
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//-----------------------------------------------------------------------------
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void CCSGameStats::Clear( void )
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{
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m_PlayerSnipedPosition.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CCSGameStats::Init( void )
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{
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ListenForGameEvent( "round_start" );
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ListenForGameEvent( "round_end" );
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ListenForGameEvent( "break_prop" );
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ListenForGameEvent( "player_decal");
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ListenForGameEvent( "hegrenade_detonate");
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCSGameStats::PostInit( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCSGameStats::LevelShutdownPreClearSteamAPIContext( void )
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{
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// If we have any unsent round stats we better send them now or we'll lose them
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UploadRoundStats();
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GetSteamWorksSGameStatsUploader().EndSession();
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}
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extern double g_rowCommitTime;
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extern double g_rowWriteTime;
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void CCSGameStats::UploadRoundStats( void )
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{
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CFastTimer totalTimer, purchasesAndDeathsStatTimer, weaponsStatBuildTimer, weaponsStatSubmitTimer, submitTimer, cleanupTimer;
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// Prevent uploading empty data
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if ( !m_bInRound )
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return;
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if ( sv_noroundstats.GetBool() )
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{
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if ( sv_debugroundstats.GetBool() )
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{
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Msg( "sv_noroundstats is enabled. Not uploading round stats.\n" );
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}
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m_MarketPurchases.PurgeAndDeleteElements();
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m_WeaponData.PurgeAndDeleteElements();
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m_DeathData.PurgeAndDeleteElements();
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return;
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}
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m_bInRound = false;
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KeyValues *pKV = new KeyValues( "basedata" );
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if ( !pKV )
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return;
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totalTimer.Start();
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purchasesAndDeathsStatTimer.Start();
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const char *pzMapName = gpGlobals->mapname.ToCStr();
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pKV->SetString( "MapID", pzMapName );
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for ( int k=0 ; k < m_MarketPurchases.Count() ; ++k )
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SubmitStat( m_MarketPurchases[ k ] );
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for ( int k=0 ; k < m_DeathData.Count() ; ++k )
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SubmitStat( m_DeathData[ k ] );
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purchasesAndDeathsStatTimer.End();
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weaponsStatBuildTimer.Start();
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// Now add the weapon stats that HPE collected
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for (int iWeapon = 0; iWeapon < WEAPON_MAX; ++iWeapon)
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{
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CCSWeaponInfo* pInfo = GetWeaponInfo( (CSWeaponID)iWeapon );
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if ( !pInfo )
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continue;
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const char* pWeaponName = pInfo->szClassName;
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if ( !pWeaponName || !pWeaponName[0] || ( m_weaponStats[iWeapon][0].shots == 0 && m_weaponStats[iWeapon][1].shots == 0 ) )
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continue;
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m_WeaponData.AddToTail( new SCSSWeaponData( pWeaponName, m_weaponStats[iWeapon][0] ) );
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// Now add the bot data if we're collecting detailled data
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if ( GetSteamWorksSGameStatsUploader().IsCollectingDetails() )
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{
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char pWeaponNameModified[64];
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V_snprintf( pWeaponNameModified, ARRAYSIZE(pWeaponNameModified), "%s_bot", pWeaponName );
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m_WeaponData.AddToTail( new SCSSWeaponData( pWeaponNameModified, m_weaponStats[iWeapon][1] ) );
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}
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}
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weaponsStatBuildTimer.End();
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weaponsStatSubmitTimer.Start();
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for ( int k=0 ; k < m_WeaponData.Count() ; ++k )
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SubmitStat( m_WeaponData[ k ] );
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weaponsStatSubmitTimer.End();
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// Perform the actual submission
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submitTimer.Start();
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SubmitGameStats( pKV );
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submitTimer.End();
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int iPurchases, iDeathData, iWeaponData;
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int listCount = s_StatLists->Count();
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iPurchases = m_MarketPurchases.Count();
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iDeathData = m_DeathData.Count();
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iWeaponData = m_WeaponData.Count();
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// Clear out the per round stats
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cleanupTimer.Start();
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m_MarketPurchases.Purge();
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m_WeaponData.Purge();
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m_DeathData.Purge();
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pKV->deleteThis();
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cleanupTimer.End();
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totalTimer.End();
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if ( sv_debugroundstats.GetBool() )
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{
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Msg( "**** ROUND STAT DEBUG ****\n" );
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Msg( "UploadRoundStats completed. %.3f msec. Breakdown:\n a: %.3f msec\n b: %.3f msec\n c: %.3f msec\n d: %.3f msec\n e: %.3f msec\n objects: %d %d %d %d\n commit: %.3fms\n write: %.3fms.\n\n",
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totalTimer.GetDuration().GetMillisecondsF(),
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purchasesAndDeathsStatTimer.GetDuration().GetMillisecondsF(),
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weaponsStatBuildTimer.GetDuration().GetMillisecondsF(),
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weaponsStatSubmitTimer.GetDuration().GetMillisecondsF(),
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submitTimer.GetDuration().GetMillisecondsF(),
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cleanupTimer.GetDuration().GetMillisecondsF(),
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iPurchases, iDeathData, iWeaponData, listCount,
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g_rowCommitTime, g_rowWriteTime);
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}
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}
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#ifdef _DEBUG
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CON_COMMAND ( teststats, "Test command" )
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{
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CFastTimer totalTimer;
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double uploadTime = 0.0f;
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g_rowCommitTime = 0.0f;
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g_rowWriteTime = 0.0f;
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for( int i = 0; i < 1000; i++ )
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{
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KeyValues *pKV = new KeyValues( "basedata" );
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if ( !pKV )
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return;
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pKV->SetName( "foobartest" );
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pKV->SetUint64( "test1", 1234 );
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pKV->SetUint64( "test2", 1234 );
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pKV->SetUint64( "test3", 1234 );
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pKV->SetUint64( "test4", 1234 );
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pKV->SetString( "test5", "TEST1234567890TEST1234567890TEST!");
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/*pKV->SetString( "test6", "TEST1234567890TEST1234567890TEST!");
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pKV->SetString( "test7", "TEST1234567890TEST1234567890TEST!");
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pKV->SetString( "test8", "TEST1234567890TEST1234567890TEST!");
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pKV->SetString( "test9", "TEST1234567890TEST1234567890TEST!");*/
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totalTimer.Start();
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GetSteamWorksSGameStatsUploader().AddStatsForUpload( pKV, args.ArgC() == 1 );
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totalTimer.End();
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uploadTime += totalTimer.GetDuration().GetMillisecondsF();
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}
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Msg( "teststats took %.3f msec commit: %.3fms write: %.3fms.\n", uploadTime, g_rowCommitTime, g_rowWriteTime );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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||
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//-----------------------------------------------------------------------------
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||
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void CCSGameStats::SubmitGameStats( KeyValues *pKV )
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||
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{
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int listCount = s_StatLists->Count();
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for( int i=0; i < listCount; ++i )
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{
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// Create a master key value that has stats everybody should share (map name, session ID, etc)
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(*s_StatLists)[i]->SendData(pKV);
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(*s_StatLists)[i]->Clear();
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}
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}
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||
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||
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//-----------------------------------------------------------------------------
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// Purpose:
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||
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//-----------------------------------------------------------------------------
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||
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void CCSGameStats::Event_ShotFired( CBasePlayer *pPlayer, CBaseCombatWeapon* pWeapon )
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{
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Assert( pPlayer );
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CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
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CWeaponCSBase* pCSWeapon = dynamic_cast< CWeaponCSBase * >(pWeapon);
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||
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||
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//=============================================================================
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||
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// HPE_BEGIN:
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// [dwenger] adding tracking for weapon used fun fact
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||
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//=============================================================================
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||
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||
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if ( pCSPlayer )
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{
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// [dwenger] Update the player's tracking of which weapon type they fired
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||
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pCSPlayer->PlayerUsedFirearm( pWeapon );
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||
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||
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//=============================================================================
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||
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// HPE_END
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||
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//=============================================================================
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||
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||
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IncrementStat( pCSPlayer, CSSTAT_SHOTS_FIRED, 1 );
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||
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// Increment the individual weapon
|
||
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if( pCSWeapon )
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||
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{
|
||
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CSWeaponID weaponId = pCSWeapon->GetWeaponID();
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||
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for (int i = 0; WeaponName_StatId_Table[i].shotStatId != CSSTAT_UNDEFINED; ++i)
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||
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{
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||
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if ( WeaponName_StatId_Table[i].weaponId == weaponId )
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||
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{
|
||
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IncrementStat( pCSPlayer, WeaponName_StatId_Table[i].shotStatId, 1 );
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break;
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||
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}
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||
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}
|
||
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||
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int iType = pCSPlayer->IsBot();
|
||
|
++m_weaponStats[weaponId][iType].shots;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::Event_ShotHit( CBasePlayer *pPlayer, const CTakeDamageInfo &info )
|
||
|
{
|
||
|
Assert( pPlayer );
|
||
|
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
|
||
|
|
||
|
IncrementStat( pCSPlayer, CSSTAT_SHOTS_HIT, 1 );
|
||
|
|
||
|
CBaseEntity *pInflictor = info.GetInflictor();
|
||
|
|
||
|
if ( pInflictor )
|
||
|
{
|
||
|
if ( pInflictor == pPlayer )
|
||
|
{
|
||
|
if ( pPlayer->GetActiveWeapon() )
|
||
|
{
|
||
|
CWeaponCSBase* pCSWeapon = dynamic_cast< CWeaponCSBase * >(pPlayer->GetActiveWeapon());
|
||
|
if (pCSWeapon)
|
||
|
{
|
||
|
CSWeaponID weaponId = pCSWeapon->GetWeaponID();
|
||
|
for (int i = 0; WeaponName_StatId_Table[i].shotStatId != CSSTAT_UNDEFINED; ++i)
|
||
|
{
|
||
|
if ( WeaponName_StatId_Table[i].weaponId == weaponId )
|
||
|
{
|
||
|
IncrementStat( pCSPlayer, WeaponName_StatId_Table[i].hitStatId, 1 );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
void CCSGameStats::Event_PlayerKilled( CBasePlayer *pPlayer, const CTakeDamageInfo &info )
|
||
|
{
|
||
|
Assert( pPlayer );
|
||
|
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
|
||
|
|
||
|
IncrementStat( pCSPlayer, CSSTAT_DEATHS, 1 );
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::Event_PlayerSprayedDecal( CCSPlayer* pPlayer )
|
||
|
{
|
||
|
IncrementStat( pPlayer, CSSTAT_DECAL_SPRAYS, 1 );
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::Event_PlayerKilled_PreWeaponDrop( CBasePlayer *pPlayer, const CTakeDamageInfo &info )
|
||
|
{
|
||
|
Assert( pPlayer );
|
||
|
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
|
||
|
CCSPlayer *pAttacker = ToCSPlayer( info.GetAttacker() );
|
||
|
bool victimZoomed = ( pCSPlayer->GetFOV() != pCSPlayer->GetDefaultFOV() );
|
||
|
|
||
|
if (victimZoomed)
|
||
|
{
|
||
|
IncrementStat(pAttacker, CSSTAT_KILLS_AGAINST_ZOOMED_SNIPER, 1);
|
||
|
}
|
||
|
|
||
|
|
||
|
//Check for knife fight
|
||
|
if (pAttacker && pCSPlayer && pAttacker == info.GetInflictor() && pAttacker->GetTeamNumber() != pCSPlayer->GetTeamNumber())
|
||
|
{
|
||
|
CWeaponCSBase* attackerWeapon = pAttacker->GetActiveCSWeapon();
|
||
|
CWeaponCSBase* victimWeapon = pCSPlayer->GetActiveCSWeapon();
|
||
|
|
||
|
if (attackerWeapon && victimWeapon)
|
||
|
{
|
||
|
CSWeaponID attackerWeaponID = attackerWeapon->GetWeaponID();
|
||
|
CSWeaponID victimWeaponID = victimWeapon->GetWeaponID();
|
||
|
|
||
|
if (attackerWeaponID == WEAPON_KNIFE && victimWeaponID == WEAPON_KNIFE)
|
||
|
{
|
||
|
IncrementStat(pAttacker, CSSTAT_KILLS_KNIFE_FIGHT, 1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::Event_BombPlanted( CCSPlayer* pPlayer)
|
||
|
{
|
||
|
IncrementStat( pPlayer, CSSTAT_NUM_BOMBS_PLANTED, 1 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::Event_BombDefused( CCSPlayer* pPlayer)
|
||
|
{
|
||
|
|
||
|
IncrementStat( pPlayer, CSSTAT_NUM_BOMBS_DEFUSED, 1 );
|
||
|
IncrementStat( pPlayer, CSSTAT_OBJECTIVES_COMPLETED, 1 );
|
||
|
if( pPlayer && pPlayer->HasDefuser() )
|
||
|
{
|
||
|
IncrementStat( pPlayer, CSSTAT_BOMBS_DEFUSED_WITHKIT, 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Increment terrorist team stat
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::Event_BombExploded( CCSPlayer* pPlayer )
|
||
|
{
|
||
|
IncrementStat( pPlayer, CSSTAT_OBJECTIVES_COMPLETED, 1 );
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::Event_HostageRescued( CCSPlayer* pPlayer)
|
||
|
{
|
||
|
IncrementStat( pPlayer, CSSTAT_NUM_HOSTAGES_RESCUED, 1 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Increment counter-terrorist team stat
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::Event_AllHostagesRescued()
|
||
|
{
|
||
|
IncrementTeamStat( TEAM_CT, CSSTAT_OBJECTIVES_COMPLETED, 1 );
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::Event_WindowShattered( CBasePlayer *pPlayer)
|
||
|
{
|
||
|
Assert( pPlayer );
|
||
|
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
|
||
|
|
||
|
IncrementStat( pCSPlayer, CSSTAT_NUM_BROKEN_WINDOWS, 1 );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameStats::Event_BreakProp( CCSPlayer* pPlayer, CBreakableProp *pProp )
|
||
|
{
|
||
|
if (!pPlayer)
|
||
|
return;
|
||
|
|
||
|
DevMsg("Player %s broke a %s (%i)\n", pPlayer->GetPlayerName(), pProp->GetModelName().ToCStr(), pProp->entindex());
|
||
|
|
||
|
int iIndex = m_PropStatTable.Find(pProp->GetModelName().ToCStr());
|
||
|
if (m_PropStatTable.IsValidIndex(iIndex))
|
||
|
{
|
||
|
IncrementStat(pPlayer, m_PropStatTable[iIndex], 1);
|
||
|
}
|
||
|
IncrementStat(pPlayer, CSSTAT_PROPSBROKEN_ALL, 1);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::UpdatePlayerRoundStats(int winner)
|
||
|
{
|
||
|
int mapIndex = GetCSLevelIndex(gpGlobals->mapname.ToCStr());
|
||
|
CSStatType_t mapStatWinIndex = CSSTAT_UNDEFINED, mapStatRoundIndex = CSSTAT_UNDEFINED;
|
||
|
|
||
|
if ( mapIndex != -1 )
|
||
|
{
|
||
|
mapStatWinIndex = MapName_StatId_Table[mapIndex].statWinsId;
|
||
|
mapStatRoundIndex = MapName_StatId_Table[mapIndex].statRoundsId;
|
||
|
}
|
||
|
|
||
|
// increment the team specific stats
|
||
|
IncrementTeamStat( winner, CSSTAT_ROUNDS_WON, 1 );
|
||
|
if ( mapStatWinIndex != CSSTAT_UNDEFINED )
|
||
|
{
|
||
|
IncrementTeamStat( winner, mapStatWinIndex, 1 );
|
||
|
}
|
||
|
if ( CSGameRules()->IsPistolRound() )
|
||
|
{
|
||
|
IncrementTeamStat( winner, CSSTAT_PISTOLROUNDS_WON, 1 );
|
||
|
}
|
||
|
IncrementTeamStat( TEAM_TERRORIST, CSSTAT_ROUNDS_PLAYED, 1 );
|
||
|
IncrementTeamStat( TEAM_CT, CSSTAT_ROUNDS_PLAYED, 1 );
|
||
|
IncrementTeamStat( TEAM_TERRORIST, mapStatRoundIndex, 1 );
|
||
|
IncrementTeamStat( TEAM_CT, mapStatRoundIndex, 1 );
|
||
|
|
||
|
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
|
||
|
if ( pPlayer && pPlayer->IsConnected() )
|
||
|
{
|
||
|
if ( winner == TEAM_CT )
|
||
|
{
|
||
|
IncrementStat( pPlayer, CSSTAT_CT_ROUNDS_WON, 1, true );
|
||
|
}
|
||
|
else if ( winner == TEAM_TERRORIST )
|
||
|
{
|
||
|
IncrementStat( pPlayer, CSSTAT_T_ROUNDS_WON, 1, true );
|
||
|
}
|
||
|
|
||
|
if ( winner == TEAM_CT || winner == TEAM_TERRORIST )
|
||
|
{
|
||
|
// Increment the win stats if this player is on the winning team
|
||
|
if ( pPlayer->GetTeamNumber() == winner )
|
||
|
{
|
||
|
IncrementStat( pPlayer, CSSTAT_ROUNDS_WON, 1, true );
|
||
|
|
||
|
if ( CSGameRules()->IsPistolRound() )
|
||
|
{
|
||
|
IncrementStat( pPlayer, CSSTAT_PISTOLROUNDS_WON, 1, true );
|
||
|
}
|
||
|
|
||
|
if ( mapStatWinIndex != CSSTAT_UNDEFINED )
|
||
|
{
|
||
|
IncrementStat( pPlayer, mapStatWinIndex, 1, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
IncrementStat( pPlayer, CSSTAT_ROUNDS_PLAYED, 1 );
|
||
|
if ( mapStatWinIndex != CSSTAT_UNDEFINED )
|
||
|
{
|
||
|
IncrementStat( pPlayer, mapStatRoundIndex, 1, true );
|
||
|
}
|
||
|
|
||
|
// set the play time for the round
|
||
|
IncrementStat( pPlayer, CSSTAT_PLAYTIME, (int)CSGameRules()->GetRoundElapsedTime(), true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// send a stats update to all players
|
||
|
for ( int iPlayerIndex = 1; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
|
||
|
if ( pPlayer && pPlayer->IsConnected())
|
||
|
{
|
||
|
SendStatsToPlayer(pPlayer, CSSTAT_PRIORITY_ENDROUND);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::SendRollingStatsAveragesToAllPlayers()
|
||
|
{
|
||
|
//The most stats we can send at once is the max message size minus the header, divided by the total size of each stat.
|
||
|
const int maxStatsPerMessage = (MAX_USER_MSG_DATA - sizeof(CSStatType_t)) / (3 * sizeof(float));
|
||
|
|
||
|
const int numMessagesNeeded = ((CSSTAT_MAX - CSSTAT_FIRST) / maxStatsPerMessage) + 1;
|
||
|
|
||
|
for (int batchIndex = 0 ; batchIndex < numMessagesNeeded ; ++batchIndex)
|
||
|
{
|
||
|
int firstStatInThisBatch = (batchIndex * maxStatsPerMessage) + CSSTAT_FIRST;
|
||
|
int lastMessageInThisBatch = firstStatInThisBatch + maxStatsPerMessage - 1;
|
||
|
|
||
|
CRecipientFilter filter;
|
||
|
filter.AddAllPlayers();
|
||
|
UserMessageBegin( filter, "MatchStatsUpdate" );
|
||
|
|
||
|
WRITE_SHORT(firstStatInThisBatch);
|
||
|
|
||
|
for ( int iStat = firstStatInThisBatch; iStat < CSSTAT_MAX && iStat <= lastMessageInThisBatch; ++iStat )
|
||
|
{
|
||
|
WRITE_FLOAT(m_rollingTStatAverages.m_fStat[iStat]);
|
||
|
WRITE_FLOAT(m_rollingCTStatAverages.m_fStat[iStat]);
|
||
|
WRITE_FLOAT(m_rollingPlayerStatAverages.m_fStat[iStat]);
|
||
|
}
|
||
|
|
||
|
MessageEnd();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameStats::SendDirectStatsAveragesToAllPlayers()
|
||
|
{
|
||
|
//The most stats we can send at once is the max message size minus the header, divided by the total size of each stat.
|
||
|
const int maxStatsPerMessage = (MAX_USER_MSG_DATA - sizeof(CSStatType_t)) / (3 * sizeof(float));
|
||
|
|
||
|
const int numMessagesNeeded = ((CSSTAT_MAX - CSSTAT_FIRST) / maxStatsPerMessage) + 1;
|
||
|
|
||
|
for (int batchIndex = 0 ; batchIndex < numMessagesNeeded ; ++batchIndex)
|
||
|
{
|
||
|
int firstStatInThisBatch = (batchIndex * maxStatsPerMessage) + CSSTAT_FIRST;
|
||
|
int lastMessageInThisBatch = firstStatInThisBatch + maxStatsPerMessage - 1;
|
||
|
|
||
|
CRecipientFilter filter;
|
||
|
filter.AddAllPlayers();
|
||
|
UserMessageBegin( filter, "MatchStatsUpdate" );
|
||
|
|
||
|
WRITE_SHORT(firstStatInThisBatch);
|
||
|
|
||
|
for ( int iStat = firstStatInThisBatch; iStat < CSSTAT_MAX && iStat <= lastMessageInThisBatch; ++iStat )
|
||
|
{
|
||
|
WRITE_FLOAT(m_directTStatAverages.m_fStat[iStat]);
|
||
|
WRITE_FLOAT(m_directCTStatAverages.m_fStat[iStat]);
|
||
|
WRITE_FLOAT(m_directPlayerStatAverages.m_fStat[iStat]);
|
||
|
}
|
||
|
|
||
|
MessageEnd();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::ComputeRollingStatAverages()
|
||
|
{
|
||
|
int numPlayers = 0;
|
||
|
int numCTs = 0;
|
||
|
int numTs = 0;
|
||
|
|
||
|
RoundStatsRollingAverage_t currentRoundTStatsAverage;
|
||
|
RoundStatsRollingAverage_t currentRoundCTStatsAverage;
|
||
|
RoundStatsRollingAverage_t currentRoundPlayerStatsAverage;
|
||
|
|
||
|
currentRoundTStatsAverage.Reset();
|
||
|
currentRoundCTStatsAverage.Reset();
|
||
|
currentRoundPlayerStatsAverage.Reset();
|
||
|
|
||
|
//for ( int iStat = CSSTAT_FIRST; iStat < CSSTAT_MAX; ++iStat )
|
||
|
{
|
||
|
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
|
||
|
if ( pPlayer && pPlayer->IsConnected())
|
||
|
{
|
||
|
StatsCollection_t &roundStats = m_aPlayerStats[pPlayer->entindex()].statsCurrentRound;
|
||
|
|
||
|
int teamNumber = pPlayer->GetTeamNumber();
|
||
|
if (teamNumber == TEAM_CT)
|
||
|
{
|
||
|
numCTs++;
|
||
|
numPlayers++;
|
||
|
currentRoundCTStatsAverage += roundStats;
|
||
|
currentRoundPlayerStatsAverage += roundStats;
|
||
|
}
|
||
|
else if (teamNumber == TEAM_TERRORIST)
|
||
|
{
|
||
|
numTs++;
|
||
|
numPlayers++;
|
||
|
currentRoundTStatsAverage += roundStats;
|
||
|
currentRoundPlayerStatsAverage += roundStats;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (numTs > 0)
|
||
|
{
|
||
|
currentRoundTStatsAverage /= numTs;
|
||
|
}
|
||
|
|
||
|
if (numCTs > 0)
|
||
|
{
|
||
|
currentRoundCTStatsAverage /= numCTs;
|
||
|
}
|
||
|
|
||
|
if (numPlayers > 0)
|
||
|
{
|
||
|
currentRoundPlayerStatsAverage /= numPlayers;
|
||
|
}
|
||
|
|
||
|
m_rollingTStatAverages.RollDataSetIntoAverage(currentRoundTStatsAverage);
|
||
|
m_rollingCTStatAverages.RollDataSetIntoAverage(currentRoundCTStatsAverage);
|
||
|
m_rollingPlayerStatAverages.RollDataSetIntoAverage(currentRoundPlayerStatsAverage);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameStats::ComputeDirectStatAverages()
|
||
|
{
|
||
|
m_numberOfRoundsForDirectAverages++;
|
||
|
|
||
|
m_directCTStatAverages.Reset();
|
||
|
m_directTStatAverages.Reset();
|
||
|
m_directPlayerStatAverages.Reset();
|
||
|
|
||
|
|
||
|
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
|
||
|
if ( pPlayer && pPlayer->IsConnected())
|
||
|
{
|
||
|
StatsCollection_t &matchStats = m_aPlayerStats[pPlayer->entindex()].statsCurrentMatch;
|
||
|
|
||
|
int teamNumber = pPlayer->GetTeamNumber();
|
||
|
if (teamNumber == TEAM_CT)
|
||
|
{
|
||
|
m_numberOfCounterTerroristEntriesForDirectAverages++;
|
||
|
m_directCTStatAverages += matchStats;
|
||
|
m_directPlayerStatAverages += matchStats;
|
||
|
}
|
||
|
else if (teamNumber == TEAM_TERRORIST)
|
||
|
{
|
||
|
m_numberOfTerroristEntriesForDirectAverages++;
|
||
|
m_directTStatAverages += matchStats;
|
||
|
m_directPlayerStatAverages += matchStats;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (m_numberOfTerroristEntriesForDirectAverages > 0)
|
||
|
{
|
||
|
m_directTStatAverages /= m_numberOfTerroristEntriesForDirectAverages;
|
||
|
m_directTStatAverages *= m_numberOfRoundsForDirectAverages;
|
||
|
}
|
||
|
|
||
|
if (m_numberOfCounterTerroristEntriesForDirectAverages > 0)
|
||
|
{
|
||
|
m_directCTStatAverages /= m_numberOfCounterTerroristEntriesForDirectAverages;
|
||
|
m_directCTStatAverages *= m_numberOfRoundsForDirectAverages;
|
||
|
}
|
||
|
|
||
|
int numPlayers = m_numberOfCounterTerroristEntriesForDirectAverages + m_numberOfTerroristEntriesForDirectAverages;
|
||
|
|
||
|
if (numPlayers > 0)
|
||
|
{
|
||
|
m_directPlayerStatAverages /= numPlayers;
|
||
|
m_directPlayerStatAverages *= m_numberOfRoundsForDirectAverages;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Log accumulated weapon usage and performance data
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::DumpMatchWeaponMetrics()
|
||
|
{
|
||
|
//// generate a filename
|
||
|
//time_t t = time( NULL );
|
||
|
//struct tm *now = localtime( &t );
|
||
|
//if ( !now )
|
||
|
// return;
|
||
|
|
||
|
//int year = now->tm_year + 1900;
|
||
|
//int month = now->tm_mon + 1;
|
||
|
//int day = now->tm_mday;
|
||
|
//int hour = now->tm_hour;
|
||
|
//int minute = now->tm_min;
|
||
|
//int second = now->tm_sec;
|
||
|
|
||
|
//char filename[ 128 ];
|
||
|
//Q_snprintf( filename, sizeof(filename), "wm_%4d%02d%02d_%02d%02d%02d_%s.csv",
|
||
|
// year, month, day, hour, minute, second, gpGlobals->mapname.ToCStr());
|
||
|
|
||
|
//FileHandle_t hLogFile = filesystem->Open( filename, "wt" );
|
||
|
|
||
|
//if ( hLogFile == FILESYSTEM_INVALID_HANDLE )
|
||
|
// return;
|
||
|
|
||
|
//filesystem->FPrintf(hLogFile, "%s\n", "WeaponId, Mode, Cost, Bullets, CycleTime, TotalShots, TotalHits, TotalDamage, TotalKills");
|
||
|
|
||
|
//for (int iWeapon = 0; iWeapon < WEAPON_MAX; ++iWeapon)
|
||
|
//{
|
||
|
// CCSWeaponInfo* pInfo = GetWeaponInfo( (CSWeaponID)iWeapon );
|
||
|
// if ( !pInfo )
|
||
|
// continue;
|
||
|
|
||
|
// const char* pWeaponName = pInfo->szClassName;
|
||
|
// if ( !pWeaponName )
|
||
|
// continue;
|
||
|
|
||
|
// if ( V_strncmp(pWeaponName, "weapon_", 7) == 0 )
|
||
|
// pWeaponName += 7;
|
||
|
|
||
|
// for ( int iMode = 0; iMode < WeaponMode_MAX; ++iMode)
|
||
|
// {
|
||
|
// filesystem->FPrintf(hLogFile, "%s, %d, %d, %d, %f, %d, %d, %d, %d\n",
|
||
|
// pWeaponName,
|
||
|
// iMode,
|
||
|
// pInfo->GetWeaponPrice(),
|
||
|
// pInfo->m_iBullets,
|
||
|
// pInfo->m_flCycleTime,
|
||
|
// m_weaponStats[iWeapon][iMode].shots,
|
||
|
// m_weaponStats[iWeapon][iMode].hits,
|
||
|
// m_weaponStats[iWeapon][iMode].damage,
|
||
|
// m_weaponStats[iWeapon][iMode].kills);
|
||
|
// }
|
||
|
//}
|
||
|
|
||
|
//filesystem->FPrintf(hLogFile, "\n");
|
||
|
//filesystem->FPrintf(hLogFile, "weapon_accuracy_model, %d\n", weapon_accuracy_model.GetInt());
|
||
|
//filesystem->FPrintf(hLogFile, "bot_difficulty, %d\n", cv_bot_difficulty.GetInt());
|
||
|
|
||
|
//g_pFullFileSystem->Close(hLogFile);
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::Event_PlayerConnected( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
ResetPlayerStats( ToCSPlayer( pPlayer ) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::Event_PlayerDisconnected( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
|
||
|
if ( !pCSPlayer )
|
||
|
return;
|
||
|
|
||
|
ResetPlayerStats( pCSPlayer );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::Event_PlayerKilledOther( CBasePlayer *pAttacker, CBaseEntity *pVictim, const CTakeDamageInfo &info )
|
||
|
{
|
||
|
// This also gets called when the victim is a building. That gets tracked separately as building destruction, don't count it here
|
||
|
if ( !pVictim->IsPlayer() )
|
||
|
return;
|
||
|
|
||
|
CBaseEntity *pInflictor = info.GetInflictor();
|
||
|
|
||
|
CCSPlayer *pPlayerAttacker = ToCSPlayer( pAttacker );
|
||
|
CCSPlayer *pPlayerVictim = ToCSPlayer( pVictim );
|
||
|
|
||
|
// keep track of how many times every player kills every other player
|
||
|
TrackKillStats( pPlayerAttacker, pPlayerVictim );
|
||
|
|
||
|
// Skip rest of stat reporting for friendly fire
|
||
|
if ( pPlayerAttacker->GetTeam() == pVictim->GetTeam() )
|
||
|
return;
|
||
|
|
||
|
CSWeaponID weaponId = WEAPON_NONE;
|
||
|
|
||
|
if ( pInflictor )
|
||
|
{
|
||
|
if ( pInflictor == pAttacker )
|
||
|
{
|
||
|
if ( pAttacker->GetActiveWeapon() )
|
||
|
{
|
||
|
CBaseCombatWeapon* weapon = pAttacker->GetActiveWeapon();
|
||
|
if (weapon)
|
||
|
{
|
||
|
CWeaponCSBase* pCSWeapon = static_cast<CWeaponCSBase*>(weapon);
|
||
|
|
||
|
weaponId = pCSWeapon->GetWeaponID();
|
||
|
|
||
|
CCSWeaponInfo *info = GetWeaponInfo(weaponId);
|
||
|
|
||
|
if (info && info->m_iTeam != TEAM_UNASSIGNED && pAttacker->GetTeamNumber() != info->m_iTeam )
|
||
|
{
|
||
|
IncrementStat(pPlayerAttacker, CSSTAT_KILLS_ENEMY_WEAPON, 1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//In the case of grenades, the inflictor is the spawned grenade entity.
|
||
|
if ( V_strcmp(pInflictor->m_iClassname.ToCStr(), "hegrenade_projectile") == 0 )
|
||
|
weaponId = WEAPON_HEGRENADE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// update weapon stats
|
||
|
++m_weaponStats[weaponId][pPlayerAttacker->IsBot()].kills;
|
||
|
|
||
|
for (int i = 0; WeaponName_StatId_Table[i].killStatId != CSSTAT_UNDEFINED; ++i)
|
||
|
{
|
||
|
if ( WeaponName_StatId_Table[i].weaponId == weaponId )
|
||
|
{
|
||
|
IncrementStat( pPlayerAttacker, WeaponName_StatId_Table[i].killStatId, 1 );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (pPlayerVictim && pPlayerVictim->IsBlind())
|
||
|
{
|
||
|
IncrementStat( pPlayerAttacker, CSSTAT_KILLS_ENEMY_BLINDED, 1 );
|
||
|
}
|
||
|
|
||
|
if (pPlayerVictim && pPlayerAttacker && pPlayerAttacker->IsBlindForAchievement())
|
||
|
{
|
||
|
IncrementStat( pPlayerAttacker, CSSTAT_KILLS_WHILE_BLINDED, 1 );
|
||
|
}
|
||
|
|
||
|
// [sbodenbender] check for deaths near planted bomb for funfact
|
||
|
if (pPlayerVictim && pPlayerAttacker && pPlayerAttacker->GetTeamNumber() == TEAM_TERRORIST && CSGameRules()->m_bBombPlanted)
|
||
|
{
|
||
|
float bombCheckDistSq = AchievementConsts::KillEnemyNearBomb_MaxDistance * AchievementConsts::KillEnemyNearBomb_MaxDistance;
|
||
|
for ( int i=0; i < g_PlantedC4s.Count(); i++ )
|
||
|
{
|
||
|
CPlantedC4 *pC4 = g_PlantedC4s[i];
|
||
|
|
||
|
if ( pC4->IsBombActive() )
|
||
|
{
|
||
|
Vector bombPos = pC4->GetAbsOrigin();
|
||
|
Vector victimToBomb = pPlayerVictim->GetAbsOrigin() - bombPos;
|
||
|
Vector attackerToBomb = pPlayerAttacker->GetAbsOrigin() - bombPos;
|
||
|
if (victimToBomb.LengthSqr() < bombCheckDistSq || attackerToBomb.LengthSqr() < bombCheckDistSq)
|
||
|
{
|
||
|
IncrementStat(pPlayerAttacker, CSSTAT_KILLS_WHILE_DEFENDING_BOMB, 1);
|
||
|
break; // you only get credit for one kill even if you happen to be by more than one bomb
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Increment stat if this is a headshot.
|
||
|
if (info.GetDamageType() & DMG_HEADSHOT)
|
||
|
{
|
||
|
IncrementStat( pPlayerAttacker, CSSTAT_KILLS_HEADSHOT, 1 );
|
||
|
}
|
||
|
|
||
|
IncrementStat( pPlayerAttacker, CSSTAT_KILLS, 1 );
|
||
|
|
||
|
// we don't have a simple way (yet) to check if the victim actually just achieved The Unstoppable Force, so we
|
||
|
// award this achievement simply if they've met the requirements and would have received it.
|
||
|
PlayerStats_t &victimStats = m_aPlayerStats[pVictim->entindex()];
|
||
|
if (victimStats.statsCurrentRound[CSSTAT_KILLS] >= AchievementConsts::UnstoppableForce_Kills)
|
||
|
{
|
||
|
pPlayerAttacker->AwardAchievement(CSImmovableObject);
|
||
|
}
|
||
|
|
||
|
CCSGameRules::TeamPlayerCounts playerCounts[TEAM_MAXCOUNT];
|
||
|
|
||
|
CSGameRules()->GetPlayerCounts(playerCounts);
|
||
|
int iAttackerTeamNumber = pPlayerAttacker->GetTeamNumber() ;
|
||
|
if (playerCounts[iAttackerTeamNumber].totalAlivePlayers == 1 && playerCounts[iAttackerTeamNumber].killedPlayers >= 2)
|
||
|
{
|
||
|
IncrementStat(pPlayerAttacker, CSSTAT_KILLS_WHILE_LAST_PLAYER_ALIVE, 1);
|
||
|
}
|
||
|
|
||
|
//if they were damaged by more than one person that must mean that someone else did damage before the killer finished them off.
|
||
|
if (pPlayerVictim->GetNumEnemyDamagers() > 1)
|
||
|
{
|
||
|
IncrementStat(pPlayerAttacker, CSSTAT_KILLS_ENEMY_WOUNDED, 1);
|
||
|
}
|
||
|
|
||
|
// Let's check for the "Happy Camper" achievement where we snipe two players while standing in the same spot.
|
||
|
if ( pPlayerAttacker && !pPlayerAttacker->IsBot() && weaponId != WEAPON_NONE )
|
||
|
{
|
||
|
// Were we using a sniper rifle?
|
||
|
bool bUsingSniper = ( weaponId == WEAPON_AWP ||
|
||
|
weaponId == WEAPON_SCOUT ||
|
||
|
weaponId == WEAPON_SG550 ||
|
||
|
weaponId == WEAPON_G3SG1 );
|
||
|
|
||
|
// If we're zoomed in
|
||
|
if ( bUsingSniper && pPlayerAttacker->GetFOV() != pPlayerAttacker->GetDefaultFOV() )
|
||
|
{
|
||
|
// Get our position
|
||
|
Vector position = pPlayerAttacker->GetAbsOrigin();
|
||
|
int userid = pPlayerAttacker->GetUserID();
|
||
|
|
||
|
bool bFoundPlayerEntry = false;
|
||
|
FOR_EACH_LL( m_PlayerSnipedPosition, iElement )
|
||
|
{
|
||
|
sHappyCamperSnipePosition *pSnipePosition = &m_PlayerSnipedPosition[iElement];
|
||
|
|
||
|
// We've found this player's entry. Next, check to see if they meet the achievement criteria
|
||
|
if ( userid == pSnipePosition->m_iUserID )
|
||
|
{
|
||
|
bFoundPlayerEntry = true;
|
||
|
Vector posDif = position - pSnipePosition->m_vPos;
|
||
|
|
||
|
// Give a small epsilon to account for floating point anomalies
|
||
|
if ( posDif.IsLengthLessThan( .01f) )
|
||
|
{
|
||
|
pPlayerAttacker->AwardAchievement( CSSnipeTwoFromSameSpot );
|
||
|
}
|
||
|
|
||
|
// Update their position
|
||
|
pSnipePosition->m_vPos = position;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// No entry so add one
|
||
|
if ( !bFoundPlayerEntry )
|
||
|
{
|
||
|
m_PlayerSnipedPosition.AddToTail( sHappyCamperSnipePosition( userid, position ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameStats::CalculateOverkill(CCSPlayer* pAttacker, CCSPlayer* pVictim)
|
||
|
{
|
||
|
//Count domination overkills - Do this before determining domination
|
||
|
if (pAttacker->GetTeam() != pVictim->GetTeam())
|
||
|
{
|
||
|
if (pAttacker->IsPlayerDominated(pVictim->entindex()))
|
||
|
{
|
||
|
IncrementStat( pAttacker, CSSTAT_DOMINATION_OVERKILLS, 1 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Steamworks Gamestats death tracking
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
|
||
|
{
|
||
|
if ( !pVictim )
|
||
|
return;
|
||
|
|
||
|
m_DeathData.AddToTail( new SCSSDeathData( pVictim, info ) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Stats event for giving damage to player
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::Event_PlayerDamage( CBasePlayer *pBasePlayer, const CTakeDamageInfo &info )
|
||
|
{
|
||
|
CCSPlayer *pAttacker = ToCSPlayer( info.GetAttacker() );
|
||
|
if ( pAttacker && pAttacker->GetTeam() != pBasePlayer->GetTeam() )
|
||
|
{
|
||
|
CSWeaponMode weaponMode = Primary_Mode;
|
||
|
IncrementStat( pAttacker, CSSTAT_DAMAGE, info.GetDamage() );
|
||
|
|
||
|
if (pAttacker->m_bNightVisionOn)
|
||
|
{
|
||
|
IncrementStat( pAttacker, CSSTAT_NIGHTVISION_DAMAGE, info.GetDamage() );
|
||
|
}
|
||
|
|
||
|
const char *pWeaponName = NULL;
|
||
|
|
||
|
if ( info.GetInflictor() == info.GetAttacker() )
|
||
|
{
|
||
|
if ( pAttacker->GetActiveWeapon() )
|
||
|
{
|
||
|
CWeaponCSBase* pCSWeapon = dynamic_cast< CWeaponCSBase * >(pAttacker->GetActiveWeapon());
|
||
|
if (pCSWeapon)
|
||
|
{
|
||
|
pWeaponName = pCSWeapon->GetClassname();
|
||
|
weaponMode = pCSWeapon->m_weaponMode;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// Need to determine the weapon name
|
||
|
else
|
||
|
{
|
||
|
pWeaponName = info.GetInflictor()->GetClassname();
|
||
|
}
|
||
|
|
||
|
// Unknown weapon?!?
|
||
|
if ( !pWeaponName )
|
||
|
return;
|
||
|
|
||
|
// Now update the damage this weapon has done
|
||
|
CSWeaponID weaponId = AliasToWeaponID( GetTranslatedWeaponAlias( pWeaponName ) );
|
||
|
for (int i = 0; WeaponName_StatId_Table[i].shotStatId != CSSTAT_UNDEFINED; ++i)
|
||
|
{
|
||
|
if ( weaponId == WeaponName_StatId_Table[i].weaponId )
|
||
|
{
|
||
|
int weaponId = WeaponName_StatId_Table[i].weaponId;
|
||
|
int iType = pAttacker->IsBot();
|
||
|
++m_weaponStats[weaponId][iType].hits;
|
||
|
m_weaponStats[weaponId][iType].damage += info.GetDamage();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Stats event for giving money to player
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::Event_MoneyEarned( CCSPlayer* pPlayer, int moneyEarned)
|
||
|
{
|
||
|
if ( pPlayer && moneyEarned > 0)
|
||
|
{
|
||
|
IncrementStat(pPlayer, CSSTAT_MONEY_EARNED, moneyEarned);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::Event_MoneySpent( CCSPlayer* pPlayer, int moneySpent, const char *pItemName )
|
||
|
{
|
||
|
if ( pPlayer && moneySpent > 0)
|
||
|
{
|
||
|
IncrementStat(pPlayer, CSSTAT_MONEY_SPENT, moneySpent);
|
||
|
if ( pItemName && !pPlayer->IsBot() )
|
||
|
{
|
||
|
CSteamID steamIDForBuyer;
|
||
|
pPlayer->GetSteamID( &steamIDForBuyer );
|
||
|
m_MarketPurchases.AddToTail( new SMarketPurchases( steamIDForBuyer.ConvertToUint64(), moneySpent, pItemName ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::Event_PlayerDonatedWeapon (CCSPlayer* pPlayer)
|
||
|
{
|
||
|
if (pPlayer)
|
||
|
{
|
||
|
IncrementStat(pPlayer, CSSTAT_WEAPONS_DONATED, 1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::Event_MVPEarned( CCSPlayer* pPlayer )
|
||
|
{
|
||
|
if (pPlayer)
|
||
|
{
|
||
|
IncrementStat(pPlayer, CSSTAT_MVPS, 1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::Event_KnifeUse( CCSPlayer* pPlayer, bool bStab, int iDamage )
|
||
|
{
|
||
|
if (pPlayer)
|
||
|
{
|
||
|
int weaponId = WEAPON_KNIFE;
|
||
|
int iType = pPlayer->IsBot();
|
||
|
|
||
|
IncrementStat( pPlayer, CSSTAT_SHOTS_KNIFE, 1 );
|
||
|
++m_weaponStats[weaponId][iType].shots;
|
||
|
if ( iDamage )
|
||
|
{
|
||
|
IncrementStat( pPlayer, CSSTAT_HITS_KNIFE, 1 );
|
||
|
++m_weaponStats[weaponId][iType].hits;
|
||
|
|
||
|
IncrementStat( pPlayer, CSSTAT_DAMAGE_KNIFE, iDamage );
|
||
|
m_weaponStats[weaponId][iType].damage += iDamage;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Event handler
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::FireGameEvent( IGameEvent *event )
|
||
|
{
|
||
|
const char *pEventName = event->GetName();
|
||
|
|
||
|
if ( V_strcmp(pEventName, "round_start") == 0 )
|
||
|
{
|
||
|
m_PlayerSnipedPosition.Purge();
|
||
|
m_bInRound = true;
|
||
|
}
|
||
|
else if ( V_strcmp(pEventName, "round_end") == 0 )
|
||
|
{
|
||
|
const int reason = event->GetInt( "reason" );
|
||
|
|
||
|
if( reason == Game_Commencing )
|
||
|
{
|
||
|
ResetPlayerClassMatchStats();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
UpdatePlayerRoundStats(event->GetInt("winner"));
|
||
|
ComputeDirectStatAverages();
|
||
|
SendDirectStatsAveragesToAllPlayers();
|
||
|
|
||
|
UploadRoundStats();
|
||
|
ResetWeaponStats();
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
else if ( V_strcmp(pEventName, "break_prop") == 0 )
|
||
|
{
|
||
|
int userid = event->GetInt("userid", 0);
|
||
|
int entindex = event->GetInt("entindex", 0);
|
||
|
CBreakableProp* pProp = static_cast<CBreakableProp*>(CBaseEntity::Instance(entindex));
|
||
|
Event_BreakProp(ToCSPlayer(UTIL_PlayerByUserId(userid)), pProp);
|
||
|
}
|
||
|
else if ( V_strcmp(pEventName, "player_decal") == 0 )
|
||
|
{
|
||
|
int userid = event->GetInt("userid", 0);
|
||
|
Event_PlayerSprayedDecal(ToCSPlayer(UTIL_PlayerByUserId(userid)));
|
||
|
}
|
||
|
else if ( V_strcmp(pEventName, "hegrenade_detonate") == 0 )
|
||
|
{
|
||
|
int userid = event->GetInt("userid", 0);
|
||
|
IncrementStat( ToCSPlayer(UTIL_PlayerByUserId(userid)), CSSTAT_SHOTS_HEGRENADE, 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Return stats for the given player
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const PlayerStats_t& CCSGameStats::FindPlayerStats( CBasePlayer *pPlayer ) const
|
||
|
{
|
||
|
return m_aPlayerStats[pPlayer->entindex()];
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Return stats for the given team
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const StatsCollection_t& CCSGameStats::GetTeamStats( int iTeamIndex ) const
|
||
|
{
|
||
|
int arrayIndex = iTeamIndex - FIRST_GAME_TEAM;
|
||
|
Assert( arrayIndex >= 0 && arrayIndex < TEAM_MAXCOUNT - FIRST_GAME_TEAM );
|
||
|
return m_aTeamStats[arrayIndex];
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Resets the stats for each team
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::ResetAllTeamStats()
|
||
|
{
|
||
|
for ( int i = 0; i < ARRAYSIZE(m_aTeamStats); ++i )
|
||
|
{
|
||
|
m_aTeamStats[i].Reset();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Resets all stats (including round, match, accumulated and rolling averages
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::ResetAllStats()
|
||
|
{
|
||
|
for ( int i = 0; i < ARRAYSIZE( m_aPlayerStats ); i++ )
|
||
|
{
|
||
|
m_aPlayerStats[i].statsDelta.Reset();
|
||
|
m_aPlayerStats[i].statsCurrentRound.Reset();
|
||
|
m_aPlayerStats[i].statsCurrentMatch.Reset();
|
||
|
m_rollingCTStatAverages.Reset();
|
||
|
m_rollingTStatAverages.Reset();
|
||
|
m_rollingPlayerStatAverages.Reset();
|
||
|
m_numberOfRoundsForDirectAverages = 0;
|
||
|
m_numberOfTerroristEntriesForDirectAverages = 0;
|
||
|
m_numberOfCounterTerroristEntriesForDirectAverages = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameStats::ResetWeaponStats()
|
||
|
{
|
||
|
V_memset(m_weaponStats, 0, sizeof(m_weaponStats));
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::IncrementTeamStat( int iTeamIndex, int iStatIndex, int iAmount )
|
||
|
{
|
||
|
int arrayIndex = iTeamIndex - TEAM_TERRORIST;
|
||
|
Assert( iStatIndex >= 0 && iStatIndex < CSSTAT_MAX );
|
||
|
if( arrayIndex >= 0 && arrayIndex < TEAM_MAXCOUNT - TEAM_TERRORIST )
|
||
|
{
|
||
|
m_aTeamStats[arrayIndex][iStatIndex] += iAmount;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Resets all stats for this player
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::ResetPlayerStats( CBasePlayer* pPlayer )
|
||
|
{
|
||
|
PlayerStats_t &stats = m_aPlayerStats[pPlayer->entindex()];
|
||
|
// reset the stats on this player
|
||
|
stats.Reset();
|
||
|
// reset the matrix of who killed whom with respect to this player
|
||
|
ResetKillHistory( pPlayer );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Resets the kill history for this player
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::ResetKillHistory( CBasePlayer* pPlayer )
|
||
|
{
|
||
|
int iPlayerIndex = pPlayer->entindex();
|
||
|
|
||
|
PlayerStats_t& statsPlayer = m_aPlayerStats[iPlayerIndex];
|
||
|
|
||
|
// for every other player, set all all the kills with respect to this player to 0
|
||
|
for ( int i = 0; i < ARRAYSIZE( m_aPlayerStats ); i++ )
|
||
|
{
|
||
|
//reset their record of us.
|
||
|
PlayerStats_t &statsOther = m_aPlayerStats[i];
|
||
|
statsOther.statsKills.iNumKilled[iPlayerIndex] = 0;
|
||
|
statsOther.statsKills.iNumKilledBy[iPlayerIndex] = 0;
|
||
|
statsOther.statsKills.iNumKilledByUnanswered[iPlayerIndex] = 0;
|
||
|
|
||
|
//reset our record of them
|
||
|
statsPlayer.statsKills.iNumKilled[i] = 0;
|
||
|
statsPlayer.statsKills.iNumKilledBy[i] = 0;
|
||
|
statsPlayer.statsKills.iNumKilledByUnanswered[i] = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Resets per-round stats for all players
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::ResetRoundStats()
|
||
|
{
|
||
|
for ( int i = 0; i < ARRAYSIZE( m_aPlayerStats ); i++ )
|
||
|
{
|
||
|
m_aPlayerStats[i].statsCurrentRound.Reset();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Increments specified stat for specified player by specified amount
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::IncrementStat( CCSPlayer* pPlayer, CSStatType_t statId, int iDelta, bool bPlayerOnly /* = false */ )
|
||
|
{
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
PlayerStats_t &stats = m_aPlayerStats[pPlayer->entindex()];
|
||
|
stats.statsDelta[statId] += iDelta;
|
||
|
stats.statsCurrentRound[statId] += iDelta;
|
||
|
stats.statsCurrentMatch[statId] += iDelta;
|
||
|
|
||
|
// increment team stat
|
||
|
int teamIndex = pPlayer->GetTeamNumber() - FIRST_GAME_TEAM;
|
||
|
if ( !bPlayerOnly && teamIndex >= 0 && teamIndex < ARRAYSIZE(m_aTeamStats) )
|
||
|
{
|
||
|
m_aTeamStats[teamIndex][statId] += iDelta;
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < ARRAYSIZE(ServerStatBasedAchievements); ++i)
|
||
|
{
|
||
|
if (ServerStatBasedAchievements[i].statId == statId)
|
||
|
{
|
||
|
// skip this if there is a map filter and it doesn't match
|
||
|
if (ServerStatBasedAchievements[i].mapFilter != NULL && V_strcmp(gpGlobals->mapname.ToCStr(), ServerStatBasedAchievements[i].mapFilter) != 0)
|
||
|
continue;
|
||
|
|
||
|
bool bWasMet = ServerStatBasedAchievements[i].IsMet(stats.statsCurrentRound[statId] - iDelta, stats.statsCurrentMatch[statId] - iDelta);
|
||
|
bool bIsMet = ServerStatBasedAchievements[i].IsMet(stats.statsCurrentRound[statId], stats.statsCurrentMatch[statId]);
|
||
|
if (!bWasMet && bIsMet)
|
||
|
{
|
||
|
pPlayer->AwardAchievement(ServerStatBasedAchievements[i].achievementId);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Sets the specified stat for specified player to the specified amount
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::SetStat( CCSPlayer *pPlayer, CSStatType_t statId, int iValue )
|
||
|
{
|
||
|
if (pPlayer)
|
||
|
{
|
||
|
int oldRoundValue, oldMatchValue;
|
||
|
PlayerStats_t &stats = m_aPlayerStats[pPlayer->entindex()];
|
||
|
|
||
|
oldRoundValue = stats.statsCurrentRound[statId];
|
||
|
oldMatchValue = stats.statsCurrentMatch[statId];
|
||
|
|
||
|
stats.statsDelta[statId] = iValue;
|
||
|
stats.statsCurrentRound[statId] = iValue;
|
||
|
stats.statsCurrentMatch[statId] = iValue;
|
||
|
|
||
|
for (int i = 0; i < ARRAYSIZE(ServerStatBasedAchievements); ++i)
|
||
|
{
|
||
|
if (ServerStatBasedAchievements[i].statId == statId)
|
||
|
{
|
||
|
// skip this if there is a map filter and it doesn't match
|
||
|
if (ServerStatBasedAchievements[i].mapFilter != NULL && V_strcmp(gpGlobals->mapname.ToCStr(), ServerStatBasedAchievements[i].mapFilter) != 0)
|
||
|
continue;
|
||
|
|
||
|
bool bWasMet = ServerStatBasedAchievements[i].IsMet(oldRoundValue, oldMatchValue);
|
||
|
bool bIsMet = ServerStatBasedAchievements[i].IsMet(stats.statsCurrentRound[statId], stats.statsCurrentMatch[statId]);
|
||
|
if (!bWasMet && bIsMet)
|
||
|
{
|
||
|
pPlayer->AwardAchievement(ServerStatBasedAchievements[i].achievementId);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::SendStatsToPlayer( CCSPlayer * pPlayer, int iMinStatPriority )
|
||
|
{
|
||
|
ASSERT(CSSTAT_MAX < 255); // if we add more than 255 stats, we'll need to update this protocol
|
||
|
if ( pPlayer && pPlayer->IsConnected())
|
||
|
{
|
||
|
StatsCollection_t &deltaStats = m_aPlayerStats[pPlayer->entindex()].statsDelta;
|
||
|
|
||
|
// check to see if we have any stats to actually send
|
||
|
byte iStatsToSend = 0;
|
||
|
for ( int iStat = CSSTAT_FIRST; iStat < CSSTAT_MAX; ++iStat )
|
||
|
{
|
||
|
ASSERT(CSStatProperty_Table[iStat].statId == iStat);
|
||
|
if ( CSStatProperty_Table[iStat].statId != iStat )
|
||
|
{
|
||
|
Warning( "CSStatProperty_Table[iStat].statId != iStat, (%d)", CSStatProperty_Table[iStat].statId );
|
||
|
}
|
||
|
int iPriority = CSStatProperty_Table[iStat].flags & CSSTAT_PRIORITY_MASK;
|
||
|
if (deltaStats[iStat] != 0 && iPriority >= iMinStatPriority)
|
||
|
{
|
||
|
++iStatsToSend;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// nothing changed - bail out
|
||
|
if ( !iStatsToSend )
|
||
|
return;
|
||
|
|
||
|
CSingleUserRecipientFilter filter( pPlayer );
|
||
|
filter.MakeReliable();
|
||
|
UserMessageBegin( filter, "PlayerStatsUpdate" );
|
||
|
|
||
|
CRC32_t crc;
|
||
|
CRC32_Init( &crc );
|
||
|
|
||
|
// begin the CRC with a trivially hidden key value to discourage packet modification
|
||
|
const uint32 key = 0x82DA9F4C; // this key should match the key in cs_client_gamestats.cpp
|
||
|
CRC32_ProcessBuffer( &crc, &key, sizeof(key));
|
||
|
|
||
|
// if we make any change to the ordering of the stats or this message format, update this value
|
||
|
const byte version = 0x01;
|
||
|
CRC32_ProcessBuffer( &crc, &version, sizeof(version));
|
||
|
WRITE_BYTE(version);
|
||
|
|
||
|
CRC32_ProcessBuffer( &crc, &iStatsToSend, sizeof(iStatsToSend));
|
||
|
WRITE_BYTE(iStatsToSend);
|
||
|
|
||
|
for ( byte iStat = CSSTAT_FIRST; iStat < CSSTAT_MAX; ++iStat )
|
||
|
{
|
||
|
int iPriority = CSStatProperty_Table[iStat].flags & CSSTAT_PRIORITY_MASK;
|
||
|
if (deltaStats[iStat] != 0 && iPriority >= iMinStatPriority)
|
||
|
{
|
||
|
CRC32_ProcessBuffer( &crc, &iStat, sizeof(iStat));
|
||
|
WRITE_BYTE(iStat);
|
||
|
Assert(deltaStats[iStat] <= 0x7FFF && deltaStats[iStat] > 0); // make sure we aren't truncating bits
|
||
|
short delta = deltaStats[iStat];
|
||
|
CRC32_ProcessBuffer( &crc, &delta, sizeof(delta));
|
||
|
WRITE_SHORT( deltaStats[iStat]);
|
||
|
deltaStats[iStat] = 0;
|
||
|
--iStatsToSend;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Assert(iStatsToSend == 0);
|
||
|
|
||
|
CRC32_Final( &crc );
|
||
|
WRITE_LONG(crc);
|
||
|
|
||
|
MessageEnd();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Sends intermittent stats updates for stats that need to be updated during a round and/or life
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::PreClientUpdate()
|
||
|
{
|
||
|
int iMinStatPriority = -1;
|
||
|
m_fDisseminationTimerHigh += gpGlobals->frametime;
|
||
|
m_fDisseminationTimerLow += gpGlobals->frametime;
|
||
|
|
||
|
if ( m_fDisseminationTimerHigh > cDisseminationTimeHigh)
|
||
|
{
|
||
|
iMinStatPriority = CSSTAT_PRIORITY_HIGH;
|
||
|
m_fDisseminationTimerHigh = 0.0f;
|
||
|
|
||
|
if ( m_fDisseminationTimerLow > cDisseminationTimeLow)
|
||
|
{
|
||
|
iMinStatPriority = CSSTAT_PRIORITY_LOW;
|
||
|
m_fDisseminationTimerLow = 0.0f;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
return;
|
||
|
|
||
|
//The proper time has elapsed, now send the update to every player
|
||
|
for ( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex(iPlayerIndex) );
|
||
|
SendStatsToPlayer(pPlayer, iMinStatPriority);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Updates the stats of who has killed whom
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::TrackKillStats( CCSPlayer *pAttacker, CCSPlayer *pVictim )
|
||
|
{
|
||
|
int iPlayerIndexAttacker = pAttacker->entindex();
|
||
|
int iPlayerIndexVictim = pVictim->entindex();
|
||
|
|
||
|
PlayerStats_t &statsAttacker = m_aPlayerStats[iPlayerIndexAttacker];
|
||
|
PlayerStats_t &statsVictim = m_aPlayerStats[iPlayerIndexVictim];
|
||
|
|
||
|
statsVictim.statsKills.iNumKilledBy[iPlayerIndexAttacker]++;
|
||
|
statsVictim.statsKills.iNumKilledByUnanswered[iPlayerIndexAttacker]++;
|
||
|
statsAttacker.statsKills.iNumKilled[iPlayerIndexVictim]++;
|
||
|
statsAttacker.statsKills.iNumKilledByUnanswered[iPlayerIndexVictim] = 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Determines if attacker and victim have gotten domination or revenge
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameStats::CalcDominationAndRevenge( CCSPlayer *pAttacker, CCSPlayer *pVictim, int *piDeathFlags )
|
||
|
{
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [Forrest] Allow nemesis/revenge to be turned off for a server
|
||
|
//=============================================================================
|
||
|
if ( sv_nonemesis.GetBool() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
//If there is no attacker, there is no domination or revenge
|
||
|
if( !pAttacker || !pVictim )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if (pAttacker->GetTeam() == pVictim->GetTeam())
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
int iPlayerIndexVictim = pVictim->entindex();
|
||
|
PlayerStats_t &statsVictim = m_aPlayerStats[iPlayerIndexVictim];
|
||
|
// calculate # of unanswered kills between killer & victim
|
||
|
// This is plus 1 as this function gets called before the stat is updated. That is done so that the domination
|
||
|
// and revenge will be calculated prior to the death message being sent to the clients
|
||
|
int attackerEntityIndex = pAttacker->entindex();
|
||
|
int iKillsUnanswered = statsVictim.statsKills.iNumKilledByUnanswered[attackerEntityIndex] + 1;
|
||
|
|
||
|
if ( CS_KILLS_FOR_DOMINATION == iKillsUnanswered )
|
||
|
{
|
||
|
// this is the Nth unanswered kill between killer and victim, killer is now dominating victim
|
||
|
*piDeathFlags |= ( CS_DEATH_DOMINATION );
|
||
|
}
|
||
|
else if ( pVictim->IsPlayerDominated( pAttacker->entindex() ) )
|
||
|
{
|
||
|
// the killer killed someone who was dominating him, gains revenge
|
||
|
*piDeathFlags |= ( CS_DEATH_REVENGE );
|
||
|
}
|
||
|
|
||
|
//Check the overkill on 1 player achievement
|
||
|
if (iKillsUnanswered == CS_KILLS_FOR_DOMINATION + AchievementConsts::ExtendedDomination_AdditionalKills)
|
||
|
{
|
||
|
pAttacker->AwardAchievement(CSExtendedDomination);
|
||
|
}
|
||
|
|
||
|
if (iKillsUnanswered == CS_KILLS_FOR_DOMINATION)
|
||
|
{
|
||
|
//this is the Nth unanswered kill between killer and victim, killer is now dominating victim
|
||
|
//set victim to be dominated by killer
|
||
|
pAttacker->SetPlayerDominated( pVictim, true );
|
||
|
|
||
|
//Check concurrent dominations achievement
|
||
|
int numConcurrentDominations = 0;
|
||
|
for ( int i = 1 ; i <= gpGlobals->maxClients ; i++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer= ToCSPlayer( UTIL_PlayerByIndex( i ) );
|
||
|
if (pPlayer && pAttacker->IsPlayerDominated(pPlayer->entindex()))
|
||
|
{
|
||
|
numConcurrentDominations++;
|
||
|
}
|
||
|
}
|
||
|
if (numConcurrentDominations >= AchievementConsts::ConcurrentDominations_MinDominations)
|
||
|
{
|
||
|
pAttacker->AwardAchievement(CSConcurrentDominations);
|
||
|
}
|
||
|
|
||
|
|
||
|
// record stats
|
||
|
Event_PlayerDominatedOther( pAttacker, pVictim );
|
||
|
}
|
||
|
else if ( pVictim->IsPlayerDominated( pAttacker->entindex() ) )
|
||
|
{
|
||
|
// the killer killed someone who was dominating him, gains revenge
|
||
|
// set victim to no longer be dominating the killer
|
||
|
|
||
|
pVictim->SetPlayerDominated( pAttacker, false );
|
||
|
// record stats
|
||
|
Event_PlayerRevenge( pAttacker );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::Event_PlayerDominatedOther( CCSPlayer *pAttacker, CCSPlayer* pVictim )
|
||
|
{
|
||
|
IncrementStat( pAttacker, CSSTAT_DOMINATIONS, 1 );
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::Event_PlayerRevenge( CCSPlayer *pAttacker )
|
||
|
{
|
||
|
IncrementStat( pAttacker, CSSTAT_REVENGES, 1 );
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::Event_PlayerAvengedTeammate( CCSPlayer* pAttacker, CCSPlayer* pAvengedPlayer )
|
||
|
{
|
||
|
if (pAttacker && pAvengedPlayer)
|
||
|
{
|
||
|
IGameEvent *event = gameeventmanager->CreateEvent( "player_avenged_teammate" );
|
||
|
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "avenger_id", pAttacker->GetUserID() );
|
||
|
event->SetInt( "avenged_player_id", pAvengedPlayer->GetUserID() );
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::Event_LevelInit()
|
||
|
{
|
||
|
ResetAllTeamStats();
|
||
|
ResetWeaponStats();
|
||
|
CBaseGameStats::Event_LevelInit();
|
||
|
GetSteamWorksSGameStatsUploader().StartSession();
|
||
|
}
|
||
|
|
||
|
void CCSGameStats::Event_LevelShutdown( float fElapsed )
|
||
|
{
|
||
|
DumpMatchWeaponMetrics();
|
||
|
CBaseGameStats::Event_LevelShutdown(fElapsed);
|
||
|
}
|
||
|
|
||
|
// Reset any per match info that resides in the player class
|
||
|
void CCSGameStats::ResetPlayerClassMatchStats()
|
||
|
{
|
||
|
for ( int i = 1; i <= MAX_PLAYERS; i++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( i ) );
|
||
|
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
pPlayer->SetNumMVPs( 0 );
|
||
|
}
|
||
|
}
|
||
|
}
|