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170 lines
8.7 KiB
C++
170 lines
8.7 KiB
C++
#ifndef _INCLUDED_C_ASW_DEBRIEF_STATS_H
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#define _INCLUDED_C_ASW_DEBRIEF_STATS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "asw_shareddefs.h"
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class C_ASW_Debrief_Stats : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_ASW_Debrief_Stats, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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C_ASW_Debrief_Stats();
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virtual ~C_ASW_Debrief_Stats();
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virtual void OnDataChanged( DataUpdateType_t type );
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int GetKills(int iMarineIndex) { return m_iKills[iMarineIndex]; }
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float GetAccuracy(int iMarineIndex) { return m_fAccuracy[iMarineIndex]; }
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int GetFriendlyFire(int iMarineIndex) { return m_iFF[iMarineIndex]; }
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int GetDamageTaken(int iMarineIndex) { return m_iDamage[iMarineIndex]; }
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int GetShotsFired(int iMarineIndex) { return m_iShotsFired[iMarineIndex]; }
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int GetShotsHit(int iMarineIndex) { return m_iShotsHit[iMarineIndex]; }
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int GetAliensBurned(int iMarineIndex) { return m_iAliensBurned[iMarineIndex]; }
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int GetHealthHealed(int iMarineIndex) { return m_iHealthHealed[iMarineIndex]; }
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int GetFastHacks(int iMarineIndex) { return m_iFastHacks[iMarineIndex]; }
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int GetSkillPointsAwarded(int iMarineIndex) { return m_iSkillPointsAwarded[iMarineIndex]; }
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bool IsWounded(int iMarineIndex) { return (m_iWounded[iMarineIndex] > 0); }
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int GetStartingPrimaryEquip( int iMarineIndex ) { return m_iStartingEquip0[iMarineIndex]; }
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int GetStartingSecondaryEquip( int iMarineIndex ) { return m_iStartingEquip1[iMarineIndex]; }
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int GetStartingExtraEquip( int iMarineIndex ) { return m_iStartingEquip2[iMarineIndex]; }
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int GetAmmoDeployed( int iMarineIndex ) { return m_iAmmoDeployed[iMarineIndex]; }
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int GetSentrygunsDeployed( int iMarineIndex ) { return m_iSentryGunsDeployed[iMarineIndex]; }
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int GetSentryFlamersDeployed( int iMarineIndex ) { return m_iSentryFlamerDeployed[iMarineIndex]; }
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int GetSentryFreezeDeployed( int iMarineIndex ) { return m_iSentryFreezeDeployed[iMarineIndex]; }
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int GetSentryCannonDeployed( int iMarineIndex ) { return m_iSentryCannonDeployed[iMarineIndex]; }
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int GetMedkitsUsed( int iMarineIndex ) { return m_iMedkitsUsed[iMarineIndex]; }
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int GetFlaresUsed( int iMarineIndex ) { return m_iFlaresUsed[iMarineIndex]; }
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int GetAdrenalineUsed( int iMarineIndex ) { return m_iAdrenalineUsed[iMarineIndex]; }
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int GetTeslaTrapsDeployed( int iMarineIndex ) { return m_iTeslaTrapsDeployed[iMarineIndex]; }
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int GetFreezeGrenadesThrown( int iMarineIndex ) { return m_iFreezeGrenadesThrown[iMarineIndex]; }
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int GetElectricArmorUsed( int iMarineIndex ) { return m_iElectricArmorUsed[iMarineIndex]; }
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int GetHealgunHeals( int iMarineIndex ) { return m_iHealGunHeals[iMarineIndex]; }
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int GetHealgunHeals_Self( int iMarineIndex ) { return m_iHealGunHeals_Self[iMarineIndex]; }
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int GetHealbeaconHeals( int iMarineIndex ) { return m_iHealBeaconHeals[iMarineIndex]; }
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int GetHealbeaconHeals_self( int iMarineIndex ) { return m_iHealBeaconHeals_Self[iMarineIndex]; }
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int GetDamageAmpsUsed( int iMarineIndex ) { return m_iDamageAmpsUsed[iMarineIndex]; }
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int GetHealbeaconsDeployed( int iMarineIndex ) { return m_iHealBeaconsDeployed[iMarineIndex]; }
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int GetHighestKills();
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float GetHighestAccuracy();
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int GetHighestFriendlyFire();
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int GetHighestDamageTaken();
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int GetHighestShotsFired();
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int GetHighestAliensBurned();
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int GetHighestHealthHealed();
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int GetHighestFastHacks();
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int GetLowestFriendlyFire();
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int GetLowestDamageTaken();
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int GetHighestSkillPointsAwarded();
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int GetTotalKills() { return m_iTotalKills; }
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float GetTimeTaken() { return m_fTimeTaken; }
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int GetBestKills() { return m_iBestKills; }
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float GetBestTime() { return m_fBestTimeTaken; }
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int GetSpeedrunTime() { return m_iSpeedrunTime; }
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bool GetWeaponStats( int iMarineIndex, int iEquipIndex, int &iDamage, int &iFFDamage, int &iShotsFired, int &iShotsHit, int &iKills );
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// per marine
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CNetworkArray( int, m_iKills, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( float, m_fAccuracy, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iFF, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iDamage, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iShotsFired, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iShotsHit, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iWounded, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iAliensBurned, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iHealthHealed, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iFastHacks, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iSkillPointsAwarded, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iStartingEquip0, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iStartingEquip1, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iStartingEquip2, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iAmmoDeployed, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iSentryGunsDeployed, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iSentryFlamerDeployed, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iSentryFreezeDeployed, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iSentryCannonDeployed, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iMedkitsUsed, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iFlaresUsed, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iAdrenalineUsed, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iTeslaTrapsDeployed, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iFreezeGrenadesThrown, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iElectricArmorUsed, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iHealGunHeals, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iHealBeaconHeals, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iHealGunHeals_Self, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iHealBeaconHeals_Self, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iDamageAmpsUsed, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( int, m_iHealBeaconsDeployed, ASW_MAX_MARINE_RESOURCES );
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// Weapon stats for the marine (8 weapons max)
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CNetworkArray( unsigned int, m_iWeaponClassAndKills0, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iDamageAndFF0, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iShotsFiredAndHit0, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iWeaponClassAndKills1, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iDamageAndFF1, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iShotsFiredAndHit1, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iWeaponClassAndKills2, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iDamageAndFF2, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iShotsFiredAndHit2, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iWeaponClassAndKills3, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iDamageAndFF3, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iShotsFiredAndHit3, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iWeaponClassAndKills4, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iDamageAndFF4, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iShotsFiredAndHit4, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iWeaponClassAndKills5, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iDamageAndFF5, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iShotsFiredAndHit5, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iWeaponClassAndKills6, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iDamageAndFF6, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iShotsFiredAndHit6, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iWeaponClassAndKills7, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iDamageAndFF7, ASW_MAX_MARINE_RESOURCES );
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CNetworkArray( unsigned int, m_iShotsFiredAndHit7, ASW_MAX_MARINE_RESOURCES );
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// for the team
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CNetworkVar( float, m_fTimeTaken );
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CNetworkVar( int, m_iTotalKills );
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CNetworkVar( int, m_iEggKills );
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CNetworkVar( int, m_iParasiteKills );
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CNetworkVar( int, m_iDroneKills );
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CNetworkVar( int, m_iShieldbugKills );
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// debrief text
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CNetworkString( m_DebriefText1, 255 );
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CNetworkString( m_DebriefText2, 255 );
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CNetworkString( m_DebriefText3, 255 );
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CNetworkVar( bool, m_bJustUnlockedCarnage );
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CNetworkVar( bool, m_bJustUnlockedUber );
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CNetworkVar( bool, m_bJustUnlockedHardcore );
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CNetworkVar( bool, m_bBeatSpeedrunTime );
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CNetworkVar( float, m_fBestTimeTaken );
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CNetworkVar( int, m_iBestKills );
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CNetworkVar( int, m_iSpeedrunTime );
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bool m_bCreated; // has this client entity had its data update created yet
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private:
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C_ASW_Debrief_Stats( const C_ASW_Debrief_Stats & ); // not defined, not accessible
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};
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C_ASW_Debrief_Stats* GetDebriefStats();
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#endif // _INCLUDED_C_ASW_DEBRIEF_STATS_H
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