//========= Copyright Valve Corporation, All rights reserved. ============// #include "cbase.h" #include "cs_gamerules.h" #include "cs_gamestats.h" #include "funfactmgr_cs.h" #include "funfact_cs.h" #include "../../game/shared/cstrike/weapon_csbase.h" #include "cs_achievement_constants.h" #define FIRST_BLOOD_TIME 45.0f #define FIRST_KILL_TIME 45.0f #define SHORT_ROUND_TIME 30.0f #define MIN_SHOTS_FOR_ACCURACY 10 enum FunFactId { FUNFACT_CT_WIN_NO_KILLS, FUNFACT_T_WIN_NO_KILLS, FUNFACT_KILL_DEFUSER, FUNFACT_KILL_RESCUER, FUNFACT_T_WIN_NO_CASUALTIES, FUNFACT_CT_WIN_NO_CASUALTIES, FUNFACT_DAMAGE_WITH_GRENADES, FUNFACT_KILLS_WITH_GRENADES, FUNFACT_KILLS_WITH_SINGLE_GRENADE, FUNFACT_DAMAGE_NO_KILLS, FUNFACT_KILLED_ENEMIES, FUNFACT_FIRST_KILL, FUNFACT_FIRST_BLOOD, FUNFACT_SHORT_ROUND, FUNFACT_BEST_ACCURACY, FUNFACT_KNIFE_KILLS, FUNFACT_BLIND_KILLS, FUNFACT_KILLS_WITH_LAST_ROUND, FUNFACT_DONATED_WEAPONS, FUNFACT_POSTHUMOUS_KILLS_WITH_GRENADE, FUNFACT_KNIFE_IN_GUNFIGHT, FUNFACT_NUM_TIMES_JUMPED, FUNFACT_FALL_DAMAGE, FUNFACT_ITEMS_PURCHASED, FUNFACT_WON_AS_LAST_MEMBER, FUNFACT_NUMBER_OF_OVERKILLS, FUNFACT_SHOTS_FIRED, FUNFACT_MONEY_SPENT, FUNFACT_SURVIVED_MULTIPLE_ATTACKERS, FUNFACT_DIED_FROM_MULTIPLE_ATTACKERS, FUNFACT_DAMAGE_MULTIPLE_ENEMIES, FUNFACT_GRENADES_THROWN, FUNFACT_USED_ALL_AMMO, FUNFACT_DEFENDED_BOMB, FUNFACT_ITEMS_DROPPED_VALUE, FUNFACT_KILL_WOUNDED_ENEMIES, FUNFACT_USED_MULTIPLE_WEAPONS, FUNFACT_TERRORIST_ACCURACY, FUNFACT_CT_ACCURACY, FUNFACT_SAME_UNIFORM_TERRORIST, FUNFACT_SAME_UNIFORM_CT, FUNFACT_BEST_TERRORIST_ACCURACY, FUNFACT_BEST_COUNTERTERRORIST_ACCURACY, FUNFACT_FALLBACK1, FUNFACT_FALLBACK2, FUNFACT_KILLS_HEADSHOTS, FUNFACT_BROKE_WINDOWS, FUNFACT_NIGHTVISION_DAMAGE, FUNFACT_DEFUSED_WITH_DROPPED_KIT, FUNFACT_KILLED_HALF_OF_ENEMIES, }; CFunFactHelper *CFunFactHelper::s_pFirst = NULL; //============================================================================= // Generic evaluation Fun Fact // This fun fact will evaluate the specified function to determine when it is // valid. This is basically just a glue class for simple evaluation functions. //============================================================================= // Function type that we use to evaluate our fun facts. The data is returned as ints then floats that are passed in as reference parameters typedef bool (*fFunFactEval)( int &iPlayer, int &data1, int &data2, int &data3 ); class CFunFact_GenericEvalFunction : public FunFactEvaluator { public: CFunFact_GenericEvalFunction(FunFactId id, const char* szLocalizationToken, float fCoolness, fFunFactEval pfnEval ) : FunFactEvaluator(id, szLocalizationToken, fCoolness), m_pfnEval(pfnEval) {} virtual bool Evaluate( FunFactVector& results ) const { FunFact funfact; if (m_pfnEval(funfact.iPlayer, funfact.iData1, funfact.iData2, funfact.iData3)) { funfact.id = GetId(); funfact.szLocalizationToken = GetLocalizationToken(); funfact.fMagnitude = 0.0f; results.AddToTail(funfact); return true; } else return false; } private: fFunFactEval m_pfnEval; }; #define DECLARE_FUNFACT_EVALFUNC(funfactId, szLocalizationToken, fCoolness, pfnEval) \ static FunFactEvaluator *CreateFunFact_##funfactId( void ) \ { \ return new CFunFact_GenericEvalFunction(funfactId, szLocalizationToken, fCoolness, pfnEval);\ }; \ static CFunFactHelper g_##funfactId##_Helper( CreateFunFact_##funfactId ); //============================================================================= // Per-player evaluation Fun Fact // Evaluate the function per player and generate a fun fact for each valid or // highest valid player //============================================================================= namespace EvalFlags { enum Type { All = 0x00, TeamCT = 0x01, TeamTerrorist = 0x02, HighestOnly = 0x04, // when not set, generates fun facts for all valid testees Alive = 0x08, Dead = 0x10, WinningTeam = 0x20, LosingTeam = 0x40, }; }; bool PlayerQualifies( const CBasePlayer* pPlayer, int flags ) { if ( (flags & EvalFlags::TeamCT) && pPlayer->GetTeamNumber() != TEAM_CT ) return false; if ( (flags & EvalFlags::TeamTerrorist) && pPlayer->GetTeamNumber() != TEAM_TERRORIST ) return false; if ( (flags & EvalFlags::Dead) && const_cast(pPlayer)->IsAlive() ) // IsAlive() really isn't const correct return false; if ( (flags & EvalFlags::Alive) && !const_cast(pPlayer)->IsAlive() ) return false; if ( (flags & EvalFlags::WinningTeam) && pPlayer->GetTeamNumber() != CSGameRules()->m_iRoundWinStatus ) return false; if ( (flags & EvalFlags::LosingTeam) && pPlayer->GetTeamNumber() == CSGameRules()->m_iRoundWinStatus ) return false; return true; } typedef int (*PlayerEvalFunction)(CCSPlayer* pPlayer); class CFunFact_PlayerEvalFunction : public FunFactEvaluator { public: CFunFact_PlayerEvalFunction(FunFactId id, const char* szLocalizationToken, float fCoolness, PlayerEvalFunction pfnEval, int iMin, int flags ) : FunFactEvaluator(id, szLocalizationToken, fCoolness), m_pfnEval(pfnEval), m_min(iMin), m_flags(flags) {} virtual bool Evaluate( FunFactVector& results ) const { int iBestValue = 0; int iBestPlayer = 0; bool bResult = false; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CCSPlayer* pPlayer = ToCSPlayer(UTIL_PlayerByIndex( i ) ); if ( pPlayer ) { if (!PlayerQualifies(pPlayer, m_flags)) continue; int iValue = m_pfnEval(pPlayer); if (m_flags & EvalFlags::HighestOnly) { if ( iValue > iBestValue ) { iBestValue = iValue; iBestPlayer = i; } } else { // generate fun facts for any player who meets the validation requirement if ( iValue >= m_min ) { FunFact funfact; funfact.id = GetId(); funfact.szLocalizationToken = GetLocalizationToken(); funfact.iPlayer = i; funfact.iData1 = iValue; funfact.fMagnitude = 1.0f - ((float)m_min / iValue); results.AddToTail(funfact); bResult = true; } } } } if ( (m_flags & EvalFlags::HighestOnly) && iBestValue >= m_min ) { FunFact funfact; funfact.id = GetId(); funfact.szLocalizationToken = GetLocalizationToken(); funfact.iPlayer = iBestPlayer; funfact.iData1 = iBestValue; funfact.fMagnitude = 1.0f - ((float)m_min / iBestValue); results.AddToTail(funfact); bResult = true; } return bResult; } private: PlayerEvalFunction m_pfnEval; int m_min; int m_flags; }; #define DECLARE_FUNFACT_PLAYERFUNC(funfactId, szLocalizationToken, fCoolness, pfnEval, iMin, iFlags) \ static FunFactEvaluator *CreateFunFact_##funfactId( void ) \ { \ return new CFunFact_PlayerEvalFunction(funfactId, szLocalizationToken, fCoolness, pfnEval, iMin, iFlags); \ }; \ static CFunFactHelper g_##funfactId##_Helper( CreateFunFact_##funfactId ); //============================================================================= // Per-team evaluation Fun Fact //============================================================================= typedef bool (*TeamEvalFunction)(int iTeam, int &data1, int &data2, int &data3); class CFunFact_TeamEvalFunction : public FunFactEvaluator { public: CFunFact_TeamEvalFunction(FunFactId id, const char* szLocalizationToken, float fCoolness, TeamEvalFunction pfnEval, int iTeam ) : FunFactEvaluator(id, szLocalizationToken, fCoolness), m_pfnEval(pfnEval), m_team(iTeam) {} virtual bool Evaluate( FunFactVector& results ) const { int iData1, iData2, iData3; if ( m_pfnEval(m_team, iData1, iData2, iData3) ) { FunFact funfact; funfact.id = GetId(); funfact.szLocalizationToken = GetLocalizationToken(); funfact.fMagnitude = 0.0f; results.AddToTail(funfact); return true; } return false; } private: TeamEvalFunction m_pfnEval; int m_team; }; #define DECLARE_FUNFACT_TEAMFUNC(funfactId, szLocalizationToken, fCoolness, pfnEval, iTeam) \ static FunFactEvaluator *CreateFunFact_##funfactId( void ) \ { \ return new CFunFact_TeamEvalFunction(funfactId, szLocalizationToken, fCoolness, pfnEval, iTeam);\ }; \ static CFunFactHelper g_##funfactId##_Helper( CreateFunFact_##funfactId ); //============================================================================= // High Stat-based Fun Fact // This fun fact will find the player with the highest value for a particular // stat, and validate when that stat exceeds a specified minimum //============================================================================= class CFunFact_StatBest : public FunFactEvaluator { public: CFunFact_StatBest(FunFactId id, const char* szLocalizationToken, float fCoolness, CSStatType_t statId, int iMin, int flags ) : FunFactEvaluator(id, szLocalizationToken, fCoolness), m_statId(statId), m_min(iMin), m_flags(flags) { V_strncpy(m_singularLocalizationToken, szLocalizationToken, sizeof(m_singularLocalizationToken)); if (m_min == 1) { V_strncat(m_singularLocalizationToken, "_singular", sizeof(m_singularLocalizationToken)); } } virtual bool Evaluate( FunFactVector& results ) const { int iBestValue = 0; int iBestPlayer = 0; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer ) { if (!PlayerQualifies(pPlayer, m_flags)) continue; int iValue = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[m_statId]; if ( iValue > iBestValue ) { iBestValue = iValue; iBestPlayer = i; } } } if ( iBestValue >= m_min ) { FunFact funfact; funfact.id = GetId(); funfact.szLocalizationToken = iBestValue == 1 ? m_singularLocalizationToken : GetLocalizationToken(); funfact.iPlayer = iBestPlayer; funfact.iData1 = iBestValue; funfact.fMagnitude = 1.0f - ((float)m_min / iBestValue); results.AddToTail(funfact); return true; } return false; } private: CSStatType_t m_statId; int m_min; char m_singularLocalizationToken[128]; int m_flags; }; #define DECLARE_FUNFACT_STATBEST(funfactId, szLocalizationToken, fCoolness, statId, iMin, flags) \ static FunFactEvaluator *CreateFunFact_##funfactId( void ) \ { \ return new CFunFact_StatBest(funfactId, szLocalizationToken, fCoolness, statId, iMin, flags); \ }; \ static CFunFactHelper g_##funfactId##_Helper( CreateFunFact_##funfactId ); //============================================================================= // Sum-based Fun Fact // This fun fact will add up a stat for all players, and is valid when the // sum exceeds a threshold //============================================================================= class CFunFact_StatSum : public FunFactEvaluator { public: CFunFact_StatSum(FunFactId id, const char* szLocalizationToken, float fCoolness, CSStatType_t statId, int iMin, EvalFlags::Type flags ) : FunFactEvaluator(id, szLocalizationToken, fCoolness), m_statId(statId), m_min(iMin), m_flags(flags) {} virtual bool Evaluate( FunFactVector& results ) const { int iSum = 0; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer ) { if (!PlayerQualifies(pPlayer, m_flags)) continue; iSum += CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[m_statId]; } } if ( iSum >= m_min ) { FunFact funfact; funfact.id = GetId(); funfact.szLocalizationToken = GetLocalizationToken(); funfact.iPlayer = 0; funfact.iData1 = iSum; funfact.fMagnitude = 1.0f - ((float)m_min / iSum); results.AddToTail(funfact); return true; } return false; } private: CSStatType_t m_statId; int m_min; int m_flags; }; #define DECLARE_FUNFACT_STATSUM(funfactId, szLocalizationToken, fCoolness, statId, iMin, flags) \ static FunFactEvaluator *CreateFunFact_##funfactId( void ) \ { \ return new CFunFact_StatSum(funfactId, szLocalizationToken, fCoolness, statId, iMin, flags); \ }; \ static CFunFactHelper g_##funfactId##_Helper( CreateFunFact_##funfactId ); //============================================================================= // Helper function to calculate team accuracy //============================================================================= float GetTeamAccuracy( int teamNumber ) { int teamShots = 0; int teamHits = 0; //Add up hits and shots CBasePlayer *pPlayer = NULL; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { pPlayer = UTIL_PlayerByIndex( i ); if (pPlayer) { if (pPlayer->GetTeamNumber() == teamNumber) { teamShots += CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_FIRED];; teamHits += CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_HIT];; } } } if (teamShots > MIN_SHOTS_FOR_ACCURACY) return (float)teamHits / teamShots; return 0.0f; } //============================================================================= // fun fact explicit evaluation functions //============================================================================= bool FFEVAL_ALWAYS_TRUE( int &iPlayer, int &data1, int &data2, int &data3 ) { return true; } bool FFEVAL_CT_WIN_NO_KILLS( int &iPlayer, int &data1, int &data2, int &data3 ) { return ( CSGameRules()->m_iRoundWinStatus == WINNER_CT && CSGameRules()->m_bNoTerroristsKilled ); } bool FFEVAL_T_WIN_NO_KILLS( int &iPlayer, int &data1, int &data2, int &data3 ) { return ( CSGameRules()->m_iRoundWinStatus == WINNER_TER && CSGameRules()->m_bNoCTsKilled ); } bool FFEVAL_T_WIN_NO_CASUALTIES( int &iPlayer, int &data1, int &data2, int &data3 ) { return ( CSGameRules()->m_iRoundWinStatus == WINNER_TER && CSGameRules()->m_bNoTerroristsKilled ); } bool FFEVAL_CT_WIN_NO_CASUALTIES( int &iPlayer, int &data1, int &data2, int &data3 ) { return ( CSGameRules()->m_iRoundWinStatus == WINNER_CT && CSGameRules()->m_bNoCTsKilled ); } int FFEVAL_KILLED_DEFUSER( CCSPlayer* pPlayer ) { return pPlayer->GetKilledDefuser() ? 1 : 0; } int FFEVAL_KILLED_RESCUER( CCSPlayer* pPlayer ) { return pPlayer->GetKilledRescuer() ? 1 : 0; } int FFEVAL_KILLS_WITH_GRENADE( CCSPlayer* pPlayer ) { return pPlayer->GetMaxGrenadeKills(); } int FFEVAL_DAMAGE_NO_KILLS( CCSPlayer* pPlayer ) { if (CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_KILLS] == 0) return CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_DAMAGE]; else return 0; } int FFEVAL_FIRST_KILL( CCSPlayer* pPlayer ) { if ( pPlayer == CSGameRules()->m_pFirstKill && CSGameRules()->m_firstKillTime < FIRST_KILL_TIME ) return CSGameRules()->m_firstKillTime; else return 0; } int FFEVAL_FIRST_BLOOD( CCSPlayer* pPlayer ) { if ( pPlayer == CSGameRules()->m_pFirstBlood && CSGameRules()->m_firstBloodTime < FIRST_BLOOD_TIME ) return CSGameRules()->m_firstBloodTime; else return 0; } bool FFEVAL_SHORT_ROUND( int &iPlayer, int &data1, int &data2, int &data3 ) { if ( CSGameRules()->GetRoundLength() - CSGameRules()->GetRoundRemainingTime() < SHORT_ROUND_TIME ) { data1 = CSGameRules()->GetRoundLength() - CSGameRules()->GetRoundRemainingTime(); return true; } return false; } int FFEVAL_ACCURACY( CCSPlayer* pPlayer ) { float shots = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_FIRED]; float hits = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_HIT]; if (shots >= MIN_SHOTS_FOR_ACCURACY) return RoundFloatToInt(100.0f * hits / shots); return 0; } int FFEVAL_KILLED_HALF_OF_ENEMIES( CCSPlayer* pPlayer ) { return pPlayer->GetPercentageOfEnemyTeamKilled(); } bool FFEVAL_WON_AS_LAST_MEMBER( int &iPlayer, int &data1, int &data2, int &data3 ) { CCSPlayer *pCSPlayer = NULL; int winningTeam = CSGameRules()->m_iRoundWinStatus; if (winningTeam != TEAM_TERRORIST && winningTeam != TEAM_CT) { return false; } int losingTeam = (winningTeam == TEAM_TERRORIST) ? TEAM_CT : TEAM_TERRORIST; CCSGameRules::TeamPlayerCounts playerCounts[TEAM_MAXCOUNT]; CSGameRules()->GetPlayerCounts(playerCounts); for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { pCSPlayer = ToCSPlayer(UTIL_PlayerByIndex( i ) ); if( pCSPlayer && pCSPlayer->GetTeamNumber() == winningTeam && pCSPlayer->IsAlive()) { //Check if the player is still the only living member of his team ( on the off chance that a player joins late) //This check is a little hacky. We make sure that there are no enemies alive. Since the bomb causes the round to end before exploding, //the only way for only 1 person to be alive at round win time is extermination or defuse (in both cases, the last living player caused the win) if (playerCounts[winningTeam].totalAlivePlayers == 1 && playerCounts[losingTeam].totalAlivePlayers == 0) { const PlayerStats_t& playerStats = CCS_GameStats.FindPlayerStats( pCSPlayer ); iPlayer = i; data1 = playerStats.statsCurrentRound[CSSTAT_KILLS_WHILE_LAST_PLAYER_ALIVE]; if (data1 >= 2) { return true; } } } } return false; } int FFEVAL_KNIFE_IN_GUNFIGHT( CCSPlayer* pPlayer ) { return pPlayer->WasWieldingKnifeAndKilledByGun() ? 1 : 0; } int FFEVAL_MULTIPLE_ATTACKER_COUNT( CCSPlayer* pPlayer ) { return pPlayer->GetNumEnemyDamagers(); } int FFEVAL_USED_ALL_AMMO( CCSPlayer* pPlayer ) { CWeaponCSBase *pRifleWeapon = dynamic_cast< CWeaponCSBase * >(pPlayer->Weapon_GetSlot( WEAPON_SLOT_RIFLE )); CWeaponCSBase *pHandgunWeapon = dynamic_cast< CWeaponCSBase * >(pPlayer->Weapon_GetSlot( WEAPON_SLOT_PISTOL )); if ( pRifleWeapon && !pRifleWeapon->HasAmmo() && pHandgunWeapon && !pHandgunWeapon->HasAmmo() ) return 1; else return 0; } int FFEVAL_DAMAGE_MULTIPLE_ENEMIES( CCSPlayer* pPlayer ) { return pPlayer->GetNumEnemiesDamaged(); } int FFEVAL_USED_MULTIPLE_WEAPONS( CCSPlayer* pPlayer ) { return pPlayer->GetNumFirearmsUsed(); } int FFEVAL_DEFUSED_WITH_DROPPED_KIT( CCSPlayer* pPlayer ) { return pPlayer->GetDefusedWithPickedUpKit() ? 1 : 0; } bool FFEVAL_TERRORIST_ACCURACY( int &iPlayer, int &data1, int &data2, int &data3 ) { float terroristAccuracy = GetTeamAccuracy(TEAM_TERRORIST); float ctAccuracy = GetTeamAccuracy(TEAM_CT); if (terroristAccuracy > 0.2f && terroristAccuracy > ctAccuracy) { data1 = RoundFloatToInt(terroristAccuracy * 100.0f); return true; } return false; } bool FFEVAL_CT_ACCURACY( int &iPlayer, int &data1, int &data2, int &data3 ) { float terroristAccuracy = GetTeamAccuracy(TEAM_TERRORIST); float ctAccuracy = GetTeamAccuracy(TEAM_CT); if (ctAccuracy > 0.2f && ctAccuracy > terroristAccuracy) { data1 = RoundFloatToInt(ctAccuracy * 100.0f); return true; } return false; } bool FFEVAL_SAME_UNIFORM( int iTeam, int &iData1, int &iData2, int &iData3 ) { int numberInUniform = 0; int iUniform = -1; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CCSPlayer *pCSPlayer = ToCSPlayer(UTIL_PlayerByIndex( i ) ); if ( pCSPlayer && pCSPlayer->GetTeamNumber() == iTeam && pCSPlayer->State_Get() != STATE_PICKINGCLASS) { if (iUniform == -1) { iUniform = pCSPlayer->PlayerClass(); } else if (pCSPlayer->PlayerClass() != iUniform) { return false; } ++numberInUniform; } } return numberInUniform >= 3; } bool FFEVAL_BEST_TERRORIST_ACCURACY( int &iPlayer, int &data1, int &data2, int &data3 ) { float fAccuracy = 0.0f, fBestAccuracy = 0.0f; CBasePlayer *pPlayer = NULL; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { pPlayer = UTIL_PlayerByIndex( i ); // Look only at terrorist players if ( pPlayer && pPlayer->GetTeamNumber() == TEAM_TERRORIST ) { // Calculate accuracy the terrorist float shots = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_FIRED]; float hits = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_HIT]; if (shots > MIN_SHOTS_FOR_ACCURACY) { fAccuracy = (float)hits / shots; } // Track the most accurate terrorist if ( fAccuracy > fBestAccuracy ) { fBestAccuracy = fAccuracy; iPlayer = i; } } } if ( fBestAccuracy - GetTeamAccuracy( TEAM_TERRORIST ) >= 0.10f ) { data1 = RoundFloatToInt(fBestAccuracy * 100.0f); data2 = RoundFloatToInt(GetTeamAccuracy( TEAM_TERRORIST ) * 100.0f); return true; } return false; } bool FFEVAL_BEST_COUNTERTERRORIST_ACCURACY( int &iPlayer, int &data1, int &data2, int &data3 ) { float fAccuracy = 0.0f, fBestAccuracy = 0.0f; CBasePlayer *pPlayer = NULL; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { pPlayer = UTIL_PlayerByIndex( i ); // Look only at counter-terrorist players if ( pPlayer && pPlayer->GetTeamNumber() == TEAM_CT ) { // Calculate accuracy the counter-terrorist float shots = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_FIRED]; float hits = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_HIT]; if (shots > MIN_SHOTS_FOR_ACCURACY) { fAccuracy = (float)hits / shots; } // Track the most accurate counter-terrorist if ( fAccuracy > fBestAccuracy ) { fBestAccuracy = fAccuracy; iPlayer = i; } } } if ( fBestAccuracy - GetTeamAccuracy( TEAM_CT ) >= 0.10f ) { data1 = RoundFloatToInt(fBestAccuracy * 100.0f); data2 = RoundFloatToInt(GetTeamAccuracy( TEAM_CT ) * 100.0f); return true; } return false; } //============================================================================= // Fun Fact Declarations //============================================================================= DECLARE_FUNFACT_STATBEST( FUNFACT_DAMAGE_WITH_GRENADES, "#funfact_damage_with_grenade", 0.5f, CSSTAT_GRENADE_DAMAGE, 200, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_KNIFE_KILLS, "#funfact_knife_kills", 0.5f, CSSTAT_KILLS_KNIFE, 1, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_KILLS_WITH_GRENADES, "#funfact_kills_grenades", 0.7f, CSSTAT_KILLS_HEGRENADE, 2, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_BLIND_KILLS, "#funfact_blind_kills", 0.9f, CSSTAT_KILLS_WHILE_BLINDED, 1, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_KILLED_ENEMIES, "#funfact_killed_enemies", 0.6f, CSSTAT_KILLS, 3, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_KILLS_WITH_LAST_ROUND, "#funfact_kills_with_last_round", 0.6f, CSSTAT_KILLS_WITH_LAST_ROUND, 1, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_DONATED_WEAPONS, "#funfact_donated_weapons", 0.3f, CSSTAT_WEAPONS_DONATED, 2, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_NUM_TIMES_JUMPED, "#funfact_num_times_jumped", 0.2f, CSSTAT_TOTAL_JUMPS, 10, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_FALL_DAMAGE, "#funfact_fall_damage", 0.2f, CSSTAT_FALL_DAMAGE, 50, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_POSTHUMOUS_KILLS_WITH_GRENADE, "#funfact_posthumous_kills_with_grenade", 1.0f, CSSTAT_GRENADE_POSTHUMOUSKILLS, 1, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_ITEMS_PURCHASED, "#funfact_items_purchased", 0.2f, CSSTAT_ITEMS_PURCHASED, 5, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_NUMBER_OF_OVERKILLS, "#funfact_number_of_overkills", 0.5f, CSSTAT_DOMINATION_OVERKILLS, 2, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_MONEY_SPENT, "#funfact_money_spent", 0.2f, CSSTAT_MONEY_SPENT, 5000, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_GRENADES_THROWN, "#funfact_grenades_thrown", 0.3f, CSSTAT_GRENADES_THROWN, 2, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_DEFENDED_BOMB, "#funfact_defended_bomb", 0.5f, CSSTAT_KILLS_WHILE_DEFENDING_BOMB, 2, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_ITEMS_DROPPED_VALUE, "#funfact_items_dropped_value", 0.5f, CSTAT_ITEMS_DROPPED_VALUE, 10000, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_KILL_WOUNDED_ENEMIES, "#funfact_kill_wounded_enemies", 0.4f, CSSTAT_KILLS_ENEMY_WOUNDED, 3, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_KILLS_HEADSHOTS, "#funfact_kills_headshots", 0.7f, CSSTAT_KILLS_HEADSHOT, 3, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_BROKE_WINDOWS, "#funfact_broke_windows", 0.3f, CSSTAT_NUM_BROKEN_WINDOWS, 5, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATBEST( FUNFACT_NIGHTVISION_DAMAGE, "#funfact_nightvision_damage", 0.5f, CSSTAT_NIGHTVISION_DAMAGE, 100, EvalFlags::HighestOnly); DECLARE_FUNFACT_STATSUM( FUNFACT_SHOTS_FIRED, "#funfact_shots_fired", 0.1f, CSSTAT_SHOTS_FIRED, 200, EvalFlags::All); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_KILL_DEFUSER, "#funfact_kill_defuser", 0.6f, FFEVAL_KILLED_DEFUSER, 1, EvalFlags::TeamTerrorist | EvalFlags::WinningTeam); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_KILL_RESCUER, "#funfact_kill_rescuer", 0.6f, FFEVAL_KILLED_RESCUER, 1, EvalFlags::TeamTerrorist); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_KILLS_WITH_SINGLE_GRENADE, "#funfact_kills_with_single_grenade", 0.8f, FFEVAL_KILLS_WITH_GRENADE, 2, EvalFlags::HighestOnly); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_DAMAGE_NO_KILLS, "#funfact_damage_no_kills", 0.4f, FFEVAL_DAMAGE_NO_KILLS, 200, EvalFlags::HighestOnly); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_FIRST_KILL, "#funfact_first_kill", 0.2f, FFEVAL_FIRST_KILL, 1, EvalFlags::HighestOnly); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_FIRST_BLOOD, "#funfact_first_blood", 0.2f, FFEVAL_FIRST_BLOOD, 1, EvalFlags::HighestOnly); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_BEST_ACCURACY, "#funfact_best_accuracy", 0.4f, FFEVAL_ACCURACY, 20, EvalFlags::HighestOnly); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_KNIFE_IN_GUNFIGHT, "#funfact_knife_in_gunfight", 0.6f, FFEVAL_KNIFE_IN_GUNFIGHT , 1, EvalFlags::All); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_SURVIVED_MULTIPLE_ATTACKERS, "#funfact_survived_multiple_attackers", 0.3f, FFEVAL_MULTIPLE_ATTACKER_COUNT, 3, EvalFlags::HighestOnly | EvalFlags::Alive); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_DIED_FROM_MULTIPLE_ATTACKERS, "#funfact_died_from_multiple_attackers", 0.5f, FFEVAL_MULTIPLE_ATTACKER_COUNT, 3, EvalFlags::HighestOnly | EvalFlags::Dead); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_USED_ALL_AMMO, "#funfact_used_all_ammo", 0.5f, FFEVAL_USED_ALL_AMMO, 1, EvalFlags::All ); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_DAMAGE_MULTIPLE_ENEMIES, "#funfact_damage_multiple_enemies", 0.5f, FFEVAL_DAMAGE_MULTIPLE_ENEMIES, 3, EvalFlags::HighestOnly); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_USED_MULTIPLE_WEAPONS, "#funfact_used_multiple_weapons", 0.5f, FFEVAL_USED_MULTIPLE_WEAPONS, 4, EvalFlags::HighestOnly); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_DEFUSED_WITH_DROPPED_KIT, "#funfact_defused_with_dropped_kit", 0.4f, FFEVAL_DEFUSED_WITH_DROPPED_KIT, 1, EvalFlags::TeamCT); DECLARE_FUNFACT_PLAYERFUNC( FUNFACT_KILLED_HALF_OF_ENEMIES, "#funfact_killed_half_of_enemies", 0.5f, FFEVAL_KILLED_HALF_OF_ENEMIES, 50, EvalFlags::WinningTeam | EvalFlags::HighestOnly); DECLARE_FUNFACT_EVALFUNC( FUNFACT_CT_WIN_NO_KILLS, "#funfact_ct_win_no_kills", 0.4f, FFEVAL_CT_WIN_NO_KILLS); DECLARE_FUNFACT_EVALFUNC( FUNFACT_T_WIN_NO_KILLS, "#funfact_t_win_no_kills", 0.4f, FFEVAL_T_WIN_NO_KILLS ); DECLARE_FUNFACT_EVALFUNC( FUNFACT_T_WIN_NO_CASUALTIES, "#funfact_t_win_no_casualties", 0.2f, FFEVAL_T_WIN_NO_CASUALTIES ); DECLARE_FUNFACT_EVALFUNC( FUNFACT_CT_WIN_NO_CASUALTIES, "#funfact_ct_win_no_casualties", 0.2f, FFEVAL_CT_WIN_NO_CASUALTIES ); DECLARE_FUNFACT_EVALFUNC( FUNFACT_SHORT_ROUND, "#funfact_short_round", 0.3f, FFEVAL_SHORT_ROUND ); DECLARE_FUNFACT_EVALFUNC( FUNFACT_WON_AS_LAST_MEMBER, "#funfact_won_as_last_member", 0.6f, FFEVAL_WON_AS_LAST_MEMBER ); DECLARE_FUNFACT_EVALFUNC( FUNFACT_TERRORIST_ACCURACY, "#funfact_terrorist_accuracy", 0.2f, FFEVAL_TERRORIST_ACCURACY); DECLARE_FUNFACT_EVALFUNC( FUNFACT_CT_ACCURACY, "#funfact_ct_accuracy", 0.2f, FFEVAL_CT_ACCURACY); DECLARE_FUNFACT_EVALFUNC( FUNFACT_BEST_TERRORIST_ACCURACY, "#funfact_best_terrorist_accuracy", 0.3f, FFEVAL_BEST_TERRORIST_ACCURACY); DECLARE_FUNFACT_EVALFUNC( FUNFACT_BEST_COUNTERTERRORIST_ACCURACY, "#funfact_best_counterterrorist_accuracy", 0.3f, FFEVAL_BEST_COUNTERTERRORIST_ACCURACY); DECLARE_FUNFACT_EVALFUNC( FUNFACT_FALLBACK1, "#funfact_fallback1", 0.0f, FFEVAL_ALWAYS_TRUE); DECLARE_FUNFACT_EVALFUNC( FUNFACT_FALLBACK2, "#funfact_fallback2", 0.0f, FFEVAL_ALWAYS_TRUE); DECLARE_FUNFACT_TEAMFUNC( FUNFACT_SAME_UNIFORM_TERRORIST, "#funfact_same_uniform_terrorist", 0.5f, FFEVAL_SAME_UNIFORM, TEAM_TERRORIST); DECLARE_FUNFACT_TEAMFUNC( FUNFACT_SAME_UNIFORM_CT, "#funfact_same_uniform_ct", 0.5f, FFEVAL_SAME_UNIFORM, TEAM_CT);