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