443 lines
12 KiB
Plaintext
443 lines
12 KiB
Plaintext
global function killstat_Init
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struct Parameter {
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string name
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string value
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}
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array<string> HEADERS = [
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"killstat_version",
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"match_id",
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"game_mode",
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"map",
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"unix_time",
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"game_time",
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"player_count",
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"attacker_name",
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"attacker_id",
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"attacker_current_weapon",
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"attacker_current_weapon_mods",
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"attacker_weapon_1",
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"attacker_weapon_1_mods",
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"attacker_weapon_2",
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"attacker_weapon_2_mods",
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"attacker_weapon_3",
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"attacker_weapon_3_mods",
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"attacker_offhand_weapon_1",
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"attacker_offhand_weapon_2",
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//"attacker_offhand_weapon_3", always melee
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"victim_name",
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"victim_id",
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"victim_current_weapon",
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"victim_current_weapon_mods",
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"victim_weapon_1",
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"victim_weapon_1_mods",
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"victim_weapon_2",
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"victim_weapon_2_mods",
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"victim_weapon_3",
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"victim_weapon_3_mods",
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"victim_offhand_weapon_1",
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"victim_offhand_weapon_2",
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// "victim_offhand_weapon_3", always melee
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"cause_of_death",
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"distance"
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]
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struct {
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string killstatVersion
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array<string> headers
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array<Parameter> customParameters
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int matchId
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string gameMode
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string map
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} file
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void function killstat_Init() {
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file.killstatVersion = GetConVarString("killstat_version")
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file.headers = HEADERS
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// custom parameters
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string customParameterString = GetConVarString("killstat_custom_parameters")
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array<string> customParameterEntries = split(customParameterString, ",")
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file.customParameters = []
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foreach (string customParameterEntry in customParameterEntries) {
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array<string> customParameterPair = split(customParameterEntry, "=")
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if (customParameterPair.len() != 2) {
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Log("[WARN] ignoring invalid custom parameter: " + customParameterEntry)
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continue
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}
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Parameter customParameter
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customParameter.name = strip(customParameterPair[0])
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customParameter.value = strip(customParameterPair[1])
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file.customParameters.append(customParameter)
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}
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// callbacks
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AddCallback_GameStateEnter(eGameState.Playing, killstat_Begin)
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AddCallback_OnPlayerKilled(killstat_Record)
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AddCallback_GameStateEnter(eGameState.Postmatch, killstat_End)
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}
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Parameter function NewParameter(string name, string value) {
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Parameter p
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p.name = name
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p.value = value
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return p
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}
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void function killstat_Begin() {
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//DumpWeaponModBitFields()
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file.matchId = RandomInt(2000000000)
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file.gameMode = GameRules_GetGameMode()
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file.map = StringReplace(GetMapName(), "mp_", "")
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array<string> headers = []
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foreach (Parameter p in file.customParameters) {
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headers.append(p.name)
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}
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foreach (string s in file.headers) {
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headers.append(s)
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}
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string headerRow = ToCsvRow(headers)
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Log("-----BEGIN KILLSTAT-----")
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Log("[HEADERS] " + headerRow)
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}
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void function killstat_Record(entity victim, entity attacker, var damageInfo) {
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if ( !victim.IsPlayer() || !attacker.IsPlayer() || GetGameState() != eGameState.Playing )
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return
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array<string> values = []
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foreach (Parameter p in file.customParameters) {
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values.append(p.value)
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}
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array<entity> attackerWeapons = attacker.GetMainWeapons()
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array<entity> victimWeapons = victim.GetMainWeapons()
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array<entity> attackerOffhandWeapons = attacker.GetOffhandWeapons()
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array<entity> victimOffhandWeapons = victim.GetOffhandWeapons()
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attackerWeapons.sort(MainWeaponSort)
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victimWeapons.sort(MainWeaponSort)
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entity aw1 = GetNthWeapon(attackerWeapons, 0)
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entity aw2 = GetNthWeapon(attackerWeapons, 1)
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entity aw3 = GetNthWeapon(attackerWeapons, 2)
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entity vw1 = GetNthWeapon(victimWeapons, 0)
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entity vw2 = GetNthWeapon(victimWeapons, 1)
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entity vw3 = GetNthWeapon(victimWeapons, 2)
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entity aow1 = GetNthWeapon(attackerOffhandWeapons, 0)
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entity aow2 = GetNthWeapon(attackerOffhandWeapons, 1)
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entity aow3 = GetNthWeapon(attackerOffhandWeapons, 2)
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entity vow1 = GetNthWeapon(victimOffhandWeapons, 0)
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entity vow2 = GetNthWeapon(victimOffhandWeapons, 1)
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entity vow3 = GetNthWeapon(victimOffhandWeapons, 2)
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foreach (string header in file.headers) {
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switch (header) {
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case "killstat_version":
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values.append(file.killstatVersion)
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break
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case "match_id":
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values.append(format("%08x", file.matchId))
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break
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case "game_mode":
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values.append(file.gameMode)
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break
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case "map":
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values.append(file.map)
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break
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case "unix_time":
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values.append(format("%d", GetUnixTimestamp()))
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break
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case "game_time":
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values.append(format("%.3f", Time()))
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break
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case "player_count":
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values.append(format("%d", GetPlayerArray().len()))
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break
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case "attacker_name":
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values.append(attacker.GetPlayerName())
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break
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case "attacker_id":
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values.append(Anonymize(attacker))
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break
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case "attacker_current_weapon":
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AddWeapon(values, attacker.GetLatestPrimaryWeapon())
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break
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case "attacker_current_weapon_mods":
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AddWeaponMods(values, attacker.GetLatestPrimaryWeapon())
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break
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case "attacker_weapon_1":
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AddWeapon(values, aw1)
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break
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case "attacker_weapon_1_mods":
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AddWeaponMods(values, aw1)
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break
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case "attacker_weapon_2":
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AddWeapon(values, aw2)
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break
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case "attacker_weapon_2_mods":
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AddWeaponMods(values, aw2)
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break
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case "attacker_weapon_3":
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AddWeapon(values, aw3)
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break
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case "attacker_weapon_3_mods":
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AddWeaponMods(values, aw3)
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break
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case "attacker_offhand_weapon_1":
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AddWeapon(values, aow1)
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break
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case "attacker_offhand_weapon_2":
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AddWeapon(values, aow2)
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break
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case "attacker_offhand_weapon_3":
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AddWeapon(values, aow3)
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break
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case "victim_name":
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values.append(victim.GetPlayerName())
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break
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case "victim_id":
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values.append(Anonymize(victim))
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break
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case "victim_current_weapon":
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AddWeapon(values, victim.GetLatestPrimaryWeapon())
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break
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case "victim_current_weapon_mods":
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AddWeaponMods(values, victim.GetLatestPrimaryWeapon())
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break
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case "victim_weapon_1":
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AddWeapon(values, vw1)
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break
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case "victim_weapon_1_mods":
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AddWeaponMods(values, vw1)
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break
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case "victim_weapon_2":
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AddWeapon(values, vw2)
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break
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case "victim_weapon_2_mods":
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AddWeaponMods(values, vw2)
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break
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case "victim_weapon_3":
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AddWeapon(values, vw3)
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break
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case "victim_weapon_3_mods":
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AddWeaponMods(values, vw3)
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break
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case "victim_offhand_weapon_1":
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AddWeapon(values, vow1)
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break
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case "victim_offhand_weapon_2":
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AddWeapon(values, vow2)
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break
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case "victim_offhand_weapon_3":
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AddWeapon(values, vow3)
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break
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case "cause_of_death":
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int damageSourceId = DamageInfo_GetDamageSourceIdentifier(damageInfo)
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string damageName = DamageSourceIDToString(damageSourceId)
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values.append(TrimWeaponName(damageName))
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break
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case "distance":
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float dist = Distance(attacker.GetOrigin(), victim.GetOrigin())
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values.append(format("%.3f", dist))
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break
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default:
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break
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}
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}
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string row = ToCsvRow(values)
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Log("[ROW] " + row)
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}
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void function killstat_End() {
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Log("-----END KILLSTAT-----")
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}
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void function Log(string s) {
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print("[fvnkhead.killstat] " + s)
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}
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array<int> MAIN_DAMAGE_SOURCES = [
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// primaries
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eDamageSourceId.mp_weapon_car,
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eDamageSourceId.mp_weapon_r97,
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eDamageSourceId.mp_weapon_alternator_smg,
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eDamageSourceId.mp_weapon_hemlok_smg,
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eDamageSourceId.mp_weapon_hemlok,
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eDamageSourceId.mp_weapon_vinson,
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eDamageSourceId.mp_weapon_g2,
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eDamageSourceId.mp_weapon_rspn101,
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eDamageSourceId.mp_weapon_rspn101_og,
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eDamageSourceId.mp_weapon_esaw,
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eDamageSourceId.mp_weapon_lstar,
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eDamageSourceId.mp_weapon_lmg,
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eDamageSourceId.mp_weapon_shotgun,
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eDamageSourceId.mp_weapon_mastiff,
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eDamageSourceId.mp_weapon_dmr,
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eDamageSourceId.mp_weapon_sniper,
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eDamageSourceId.mp_weapon_doubletake,
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eDamageSourceId.mp_weapon_pulse_lmg,
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eDamageSourceId.mp_weapon_smr,
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eDamageSourceId.mp_weapon_softball,
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eDamageSourceId.mp_weapon_epg,
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eDamageSourceId.mp_weapon_shotgun_pistol,
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eDamageSourceId.mp_weapon_wingman_n,
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// secondaries
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eDamageSourceId.mp_weapon_smart_pistol,
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eDamageSourceId.mp_weapon_wingman,
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eDamageSourceId.mp_weapon_semipistol,
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eDamageSourceId.mp_weapon_autopistol,
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// anti-titan
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eDamageSourceId.mp_weapon_mgl,
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eDamageSourceId.mp_weapon_rocket_launcher,
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eDamageSourceId.mp_weapon_arc_launcher,
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eDamageSourceId.mp_weapon_defender
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]
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void function DumpWeaponModBitFields() {
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Log("[DumpWeaponModBitFields]")
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foreach (int damageSourceId in MAIN_DAMAGE_SOURCES) {
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string weaponName = DamageSourceIDToString(damageSourceId)
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array<string> mods = GetWeaponMods_Global(weaponName)
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array<string> list = [weaponName]
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foreach (string mod in mods) {
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list.append(mod)
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}
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Log("[DumpWeaponModBitFields] " + ToPythonList(list))
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}
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}
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// Should sort main weapons in following order:
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// 1. primary
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// 2. secondary
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// 3. anti-titan
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int function MainWeaponSort(entity a, entity b) {
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int aID = a.GetDamageSourceID()
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int bID = b.GetDamageSourceID()
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int aIdx = MAIN_DAMAGE_SOURCES.find(aID)
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int bIdx = MAIN_DAMAGE_SOURCES.find(bID)
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if (aIdx == bIdx) {
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return 0
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} else if (aIdx != -1 && bIdx == -1) {
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return -1
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} else if (aIdx == -1 && bIdx != -1) {
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return 1
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}
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return aIdx < bIdx ? -1 : 1
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}
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int function WeaponNameSort(entity a, entity b) {
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return SortStringAlphabetize(a.GetWeaponClassName(), b.GetWeaponClassName())
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}
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entity function GetNthWeapon(array<entity> weapons, int index) {
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return index < weapons.len() ? weapons[index] : null
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}
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void function AddWeapon(array<string> list, entity weapon) {
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string s = "null"
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if (weapon != null) {
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s = TrimWeaponName(weapon.GetWeaponClassName())
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}
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list.append(s)
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}
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string function TrimWeaponName(string s) {
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s = StringReplace(s, "mp_weapon_", "")
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s = StringReplace(s, "mp_ability_", "")
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s = StringReplace(s, "melee_", "")
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return s
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}
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void function AddWeaponMods(array<string> list, entity weapon) {
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if (weapon == null) {
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list.append("null")
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return
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}
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int modBits = weapon.GetModBitField()
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list.append(format("%d", modBits))
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}
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string function ToPythonList(array<string> list) {
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array<string> quoted = []
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foreach (string s in list) {
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quoted.append("'" + s + "'")
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}
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return "\"[" + join(quoted, ", ") + "]\""
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}
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string function Anonymize(entity player) {
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return "null" // unused
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}
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string function ToCsvRow(array<string> list) {
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return join(list, ",")
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}
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string function join(array<string> list, string separator) {
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string s = ""
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for (int i = 0; i < list.len(); i++) {
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s += list[i]
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if (i < list.len() - 1) {
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s += separator
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}
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}
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return s
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}
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