track player speed
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@@ -1,15 +1,58 @@
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global function matchstat_Init
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typedef weaponStats table <string, int>
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typedef weaponStats table <string, var>
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// typedef playerWeaponStats table < string, weaponStats >
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typedef playerSpecificStats table < string, var >
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typedef playerStats table < string, playerSpecificStats >
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typedef players table < string, playerStats >
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struct {
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table < string, table < string, weaponStats > > weaponsUsed
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table < string, players > weaponsUsed
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} file
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void function matchstat_Init(){
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WeaponFireCallbacks_AddCallbackOnOwnerClassFired("player", OnWeaponFired)
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AddDamageCallback("player", OnDamage)
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AddCallback_OnPlayerRespawned( TrackPlayer )
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// AddCallback_GameStateEnter(eGameState.WinnerDetermined, StopTrackPlayer)
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// FlagInit( "" )
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AddCallback_GameStateEnter(eGameState.Postmatch, ToneAPI_CloseMatch)
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}
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var function incrementVar(var value){
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return expect int(value) + 1
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}
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void function CreatePlayer(string playerUID){
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if(!(playerUID in file.weaponsUsed)){
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file.weaponsUsed[playerUID] <- {}
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file.weaponsUsed[playerUID].weapons <- {}
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file.weaponsUsed[playerUID].stats <- {}
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file.weaponsUsed[playerUID].stats.distance <- {
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ground = 0.0,
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wall = 0.0,
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air = 0.0
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}
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file.weaponsUsed[playerUID].stats.time <- {
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ground = 0.0,
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wall = 0.0,
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air = 0.0
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}
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}
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}
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void function CreateWeaponStats(string weaponName, string playerUID){
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CreatePlayer(playerUID)
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if(!(weaponName in file.weaponsUsed[playerUID].weapons)){
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weaponStats stats = {
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shotsFired = 0,
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shotsHit = 0,
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shotsCrit = 0,
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shotsHeadshot = 0,
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shotsRichochet = 0
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}
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file.weaponsUsed[playerUID].weapons[weaponName] <- stats
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}
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}
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void function OnWeaponFired(entity weapon, WeaponPrimaryAttackParams attackParams, var ammoUsed){
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@@ -19,20 +62,8 @@ void function OnWeaponFired(entity weapon, WeaponPrimaryAttackParams attackParam
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return
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}
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string playerUID = player.GetUID()
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if(!(playerUID in file.weaponsUsed)){
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file.weaponsUsed[playerUID] <- {}
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}
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if(!(weaponName in file.weaponsUsed[playerUID])){
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weaponStats stats = {
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shotsFired = 0,
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shotsHit = 0,
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shotCrit = 0,
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shotHeadshot = 0,
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shotRichochet = 0
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}
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file.weaponsUsed[playerUID][weaponName] <- stats
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}
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file.weaponsUsed[playerUID][weaponName].shotsFired++
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CreateWeaponStats(weaponName, playerUID)
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file.weaponsUsed[playerUID].weapons[weaponName].shotsFired = incrementVar(file.weaponsUsed[playerUID].weapons[weaponName].shotsFired)
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}
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void function OnDamage( entity victim, var damageInfo){
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@@ -57,37 +88,70 @@ void function OnDamage( entity victim, var damageInfo){
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}
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}
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if(!(playerUID in file.weaponsUsed)){
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file.weaponsUsed[playerUID] <- {}
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}
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if(!(weaponName in file.weaponsUsed[playerUID])){
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weaponStats stats = {
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shotsFired = 0,
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shotsHit = 0,
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shotCrit = 0,
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shotHeadshot = 0,
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shotRichochet = 0
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}
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file.weaponsUsed[playerUID][weaponName] <- stats
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}
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file.weaponsUsed[playerUID][weaponName].shotsHit++
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CreateWeaponStats(weaponName, playerUID)
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file.weaponsUsed[playerUID].weapons[weaponName].shotsHit = incrementVar(file.weaponsUsed[playerUID].weapons[weaponName].shotsHit)
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int damageType = DamageInfo_GetCustomDamageType( damageInfo )
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bool crit = bool( damageType & DF_CRITICAL )
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bool headshot = bool( damageType & DF_HEADSHOT )
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if(crit){
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file.weaponsUsed[playerUID][weaponName].shotCrit++
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file.weaponsUsed[playerUID].weapons[weaponName].shotsCrit = incrementVar(file.weaponsUsed[playerUID].weapons[weaponName].shotsCrit)
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}
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if(headshot){
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file.weaponsUsed[playerUID][weaponName].shotHeadshot++
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file.weaponsUsed[playerUID].weapons[weaponName].shotsHeadshot = incrementVar(file.weaponsUsed[playerUID].weapons[weaponName].shotsCrit)
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}
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if ( inflictor && inflictor.IsProjectile() ){
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if(inflictor.proj.projectileBounceCount > 1){
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file.weaponsUsed[playerUID][weaponName].shotRichochet++
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file.weaponsUsed[playerUID].weapons[weaponName].shotsRichochet = incrementVar(file.weaponsUsed[playerUID].weapons[weaponName].shotsCrit)
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}
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}
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}
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void function TrackPlayer(entity player) {
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string playerUID = player.GetUID()
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CreatePlayer(playerUID)
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thread TrackPlayer_Threaded(player)
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}
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// void function StopTrackPlayer() {
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// }
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void function TrackPlayer_Threaded(entity player){
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player.EndSignal( "OnDestroy" )
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player.EndSignal( "OnDeath" )
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vector position = player.GetOrigin()
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string playerUID = player.GetUID()
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while(true){
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wait 0.2
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// Hmm
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Assert( IsValid( player ) )
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if(!IsValid(player)) return
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if( player.IsTitan() || !player.IsPlayer()) continue
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// Ugly, should probably use flags
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if(GetGameState() == eGameState.WinnerDetermined) return
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// Could be a little inaccurate but should work fine if interval is small enough
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vector diff = position - player.GetOrigin()
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if(player.IsWallRunning()){
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file.weaponsUsed[playerUID].stats.time.wall = expect float(file.weaponsUsed[playerUID].stats.time.wall) + 0.2
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file.weaponsUsed[playerUID].stats.distance.wall = expect float(file.weaponsUsed[playerUID].stats.distance.wall) + Length(diff)
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}
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else if(!player.IsOnGround()){
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file.weaponsUsed[playerUID].stats.time.air = expect float(file.weaponsUsed[playerUID].stats.time.air) + 0.2
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file.weaponsUsed[playerUID].stats.distance.air = expect float(file.weaponsUsed[playerUID].stats.distance.air) + Length(diff)
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}
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else{
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file.weaponsUsed[playerUID].stats.time.ground = expect float(file.weaponsUsed[playerUID].stats.time.ground) + 0.2
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file.weaponsUsed[playerUID].stats.distance.ground = expect float(file.weaponsUsed[playerUID].stats.distance.ground) + Length(diff)
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}
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position = player.GetOrigin()
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}
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}
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void function ToneAPI_CloseMatch(){
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if(!toneapi_data.matchId){
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ToneAPI_Log("[ERRR] Match is not registered!")
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@@ -98,14 +162,6 @@ void function ToneAPI_CloseMatch(){
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request.method = HttpRequestMethod.POST
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request.url = toneapi_data.Tone_URI + "/match/" + string(toneapi_data.matchId) + "/close"
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request.body = EncodeJSON(file.weaponsUsed)
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print(request.body)
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foreach(string stuff, weaponStats stuff2 in file.weaponsUsed["1005930844007"]){
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print(stuff)
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print(EncodeJSON(stuff2))
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}
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print("ok")
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Tone_HTTP_Request(
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request,
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void
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