save shot stats per player & per weapon
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@@ -1,30 +1,95 @@
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global function matchStat_Init
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struct weaponStats {
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int shotsFired
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int shotsHit
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int shotCrit
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int shotHeadshot
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}
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struct {
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table < entity, table < string, weaponStats > > weaponsUsed
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} file
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void function matchStat_Init(){
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// AddCallback_OnPlayerRespawned( TrackWeapons )
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AddCallback_OnPlayerGetsNewPilotLoadout( TrackWeaponsOnChange )
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AddCallback_OnPilotBecomesTitan( TrackTitanWeaponOnBecome )
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AddDamageCallback("player", OnDamage)
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}
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void function TrackWeapons( entity player ) {
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array<entity> weapons = player.GetMainWeapons()
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array<entity> offhand = player.GetOffhandWeapons()
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foreach(entity weapon in weapons){
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AddCallback_OnWeaponFired(weapon, void function(WeaponPrimaryAttackParams attackParams) : (weapon, player){
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print("weapon fired")
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} )
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WeaponFireCallbacks_AddCallbackOnWeaponFired(weapon, OnWeaponFired)
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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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entity player = weapon.GetOwner()
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string weaponName = weapon.GetWeaponClassName()
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if(!player.IsPlayer()){
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return
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}
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if(!(player in file.weaponsUsed)){
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file.weaponsUsed[player] <- {}
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}
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if(!(weaponName in file.weaponsUsed[player])){
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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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}
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file.weaponsUsed[player][weaponName] <- stats
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}
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file.weaponsUsed[player][weaponName].shotsFired++
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}
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void function OnDamage( entity victim, var damageInfo){
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// if(!victim.IsPlayer()){
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// return
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// }
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entity player = DamageInfo_GetAttacker( damageInfo )
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if(!IsValid(player) || !player.IsPlayer()){
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return
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}
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entity weapon = DamageInfo_GetWeapon( damageInfo )
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string weaponName = weapon.GetWeaponClassName()
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if(!(player in file.weaponsUsed)){
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file.weaponsUsed[player] <- {}
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}
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if(!(weaponName in file.weaponsUsed[player])){
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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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}
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file.weaponsUsed[player][weaponName] <- stats
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}
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file.weaponsUsed[player][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[player][weaponName].shotCrit++
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}
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if(headshot){
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file.weaponsUsed[player][weaponName].shotHeadshot++
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}
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print("crit " + string(file.weaponsUsed[player][weaponName].shotCrit))
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print("headshot " + string(file.weaponsUsed[player][weaponName].shotHeadshot))
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}
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void function TrackTitanWeapons( entity player ){
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TrackWeapons( player )
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}
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var function UseWeaponCallback(var weapon, var player){
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print("weapon used")
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}
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void function TrackWeaponsOnChange( entity player, PilotLoadoutDef loadout ) {
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TrackWeapons( player )
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}
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