Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: CS game stats
//
// $NoKeywords: $
//=============================================================================//
// Some tricky business here - we don't want to include the precompiled header for the statreader
// and trying to #ifdef it out does funky things like ignoring the #endif. Define our header file
// separately and include it based on the switch
#include "cbase.h"
#include <tier0/platform.h>
#include "cs_gamerules.h"
#include "cs_gamestats.h"
#include "weapon_csbase.h"
#include "props.h"
#include "cs_achievement_constants.h"
#include "weapon_c4.h"
#include "cs_bot.h"
#include <time.h>
#include "filesystem.h"
#include "bot_util.h"
// needed for recording grenade detonation rows
#include "basecsgrenade_projectile.h"
#include "flashbang_projectile.h"
#include "hegrenade_projectile.h"
#include "Effects/inferno.h"
#if !defined( _GAMECONSOLE )
#include "cdll_int.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//#define DEBUG_STAT_TRANSMISSION
extern ConVar game_mode;
extern ConVar game_type;
extern ConVar mp_roundtime;
float g_flGameStatsUpdateTime = 0.0f;
short g_iTerroristVictories[CS_NUM_LEVELS];
short g_iCounterTVictories[CS_NUM_LEVELS];
short g_iWeaponPurchases[WEAPON_MAX];
short g_iAutoBuyPurchases = 0;
short g_iReBuyPurchases = 0;
short g_iAutoBuyM4A1Purchases = 0;
short g_iAutoBuyAK47Purchases = 0;
short g_iAutoBuyFamasPurchases = 0;
short g_iAutoBuyGalilPurchases = 0;
short g_iAutoBuyGalilARPurchases = 0;
short g_iAutoBuyVestHelmPurchases = 0;
short g_iAutoBuyVestPurchases = 0;
struct
{
char* szPropModelName;
CSStatType_t statType;
} PropModelStatsTableInit[] =
{
{ "models/props/cs_office/computer_caseb.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
{ "models/props/cs_office/computer_monitor.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
{ "models/props/cs_office/phone.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
{ "models/props/cs_office/projector.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
{ "models/props/cs_office/TV_plasma.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
{ "models/props/cs_office/computer_keyboard.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
{ "models/props/cs_office/radio.mdl", CSSTAT_PROPSBROKEN_OFFICERADIO },
{ "models/props/cs_office/trash_can.mdl", CSSTAT_PROPSBROKEN_OFFICEJUNK },
{ "models/props/cs_office/file_box.mdl", CSSTAT_PROPSBROKEN_OFFICEJUNK },
{ "models/props_junk/watermelon01.mdl", CSSTAT_PROPSBROKEN_ITALY_MELON },
// models/props/de_inferno/claypot01.mdl
// models/props/de_inferno/claypot02.mdl
// models/props/de_dust/grainbasket01c.mdl
// models/props_junk/wood_crate001a.mdl
// models/props/cs_office/file_box_p1.mdl
};
struct
{
int achievementId;
int statId;
int roundRequirement;
int matchRequirement;
char* mapFilter;
bool disallowGunGameProgressive;
bool IsMet(int roundStat, int matchStat)
{
return roundStat >= roundRequirement && matchStat >= matchRequirement;
}
} ServerStatBasedAchievements[] =
{
{ CSBreakWindows, CSSTAT_NUM_BROKEN_WINDOWS, AchievementConsts::BreakWindowsInOfficeRound_Windows, 0, "cs_office", false },
//{ CSBreakProps, CSSTAT_PROPSBROKEN_ALL, AchievementConsts::BreakPropsInRound_Props, 0, NULL },
{ CSUnstoppableForce, CSSTAT_KILLS, AchievementConsts::UnstoppableForce_Kills, 0, NULL, true },
{ CSHeadshotsInRound, CSSTAT_KILLS_HEADSHOT, AchievementConsts::HeadshotsInRound_Kills, 0, NULL, true },
{ CSDominationOverkillsMatch, CSSTAT_DOMINATION_OVERKILLS, 0, 10, NULL, false },
};
// The struct below should be updated (along with the CSBombEventName enum table) whenever we write data for a new bomb-related event.
struct BombEventNameInfo
{
CSBombEventName eventID;
const char * name;
};
BombEventNameInfo s_BombEventNameInfo[]=
{
{ BOMB_EVENT_NAME_PLANTED, "bomb_planted" },
{ BOMB_EVENT_NAME_DEFUSED, "bomb_defused" },
};
CSBombEventName BombEventNameFromString( const char* pEventName )
{
for ( int i = 0; i < ARRAYSIZE( s_BombEventNameInfo ); ++i )
{
if ( !V_stricmp( s_BombEventNameInfo[i].name, pEventName ) )
{
return s_BombEventNameInfo[i].eventID;
}
}
return BOMB_EVENT_NAME_NONE;
}
#if !defined( NO_STEAM )
uint32 GetPlayerID( CCSPlayer *pPlayer )
{
// Steam account id's for bots based on difficulty
static int32 s_botIDs[ NUM_DIFFICULTY_LEVELS ] =
{
551,
552,
553,
554,
};
// if we're controlling a bot, return the bot ID
if( pPlayer->IsControllingBot() )
{
CCSPlayer* controlledPlayer = pPlayer->GetControlledBot();
AssertMsg( controlledPlayer != pPlayer, "Player should never match controlled player: this will cause an infinite loop" );
if( controlledPlayer )
{
return GetPlayerID( controlledPlayer );
}
}
if ( pPlayer->IsBot() )
{
CCSBot* pBot = dynamic_cast< CCSBot* >( pPlayer );
if ( pBot )
{
const BotProfile* pProfile = pBot->GetProfile();
if ( pProfile )
{
for ( int i = NUM_DIFFICULTY_LEVELS - 1; i >= BOT_EASY; --i )
{
if ( pProfile->IsDifficulty( ( BotDifficultyType ) i ) )
{
return s_botIDs[ i ];
}
}
}
}
}
return pPlayer->GetSteamIDAsUInt64();
}
#endif // !NO_STEAM
// [Forrest] Allow nemesis/revenge to be turned off for a server
static void SvNoNemesisChangeCallback( IConVar *pConVar, const char *pOldValue, float flOldValue )
{
ConVarRef var( pConVar );
if ( var.IsValid() && var.GetBool() )
{
// Clear all nemesis relationships.
for ( int i = 1 ; i <= gpGlobals->maxClients ; i++ )
{
CCSPlayer *pTemp = ToCSPlayer( UTIL_PlayerByIndex( i ) );
if ( pTemp )
{
pTemp->RemoveNemesisRelationships();
}
}
}
}
ConVar sv_nonemesis( "sv_nonemesis", "0", 0, "Disable nemesis and revenge.", SvNoNemesisChangeCallback );
ConVar sv_dumpmatchweaponmetrics( "sv_dumpmatchweaponmetrics", "0", FCVAR_DEVELOPMENTONLY, "Turn on the exporting of weapon metrics at the end of a level.");
ConVar sv_debugroundstats( "sv_debugroundstats", "0", FCVAR_DEVELOPMENTONLY );
int GetCSLevelIndex( const char *pLevelName )
{
for ( int i = 0; MapName_StatId_Table[i].statWinsId != CSSTAT_UNDEFINED; i ++ )
{
if ( Q_strcmp( pLevelName, MapName_StatId_Table[i].szMapName ) == 0 )
return i;
}
return -1;
}
CCSGameStats CCS_GameStats;
#if !defined( _GAMECONSOLE ) && !defined( NO_STEAM )
CCSGameStats::StatContainerList_t* CCSGameStats::s_StatLists = new CCSGameStats::StatContainerList_t();
#endif
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input : -
//-----------------------------------------------------------------------------
CCSGameStats::CCSGameStats()
{
gamestats = this;
Clear();
m_fDisseminationTimerLow = m_fDisseminationTimerHigh = 0.0f;
// create table for mapping prop models to stats
for ( int i = 0; i < ARRAYSIZE(PropModelStatsTableInit); ++i)
{
m_PropStatTable.Insert(PropModelStatsTableInit[i].szPropModelName, PropModelStatsTableInit[i].statType);
}
m_numberOfRoundsForDirectAverages = 0;
m_numberOfTerroristEntriesForDirectAverages = 0;
m_numberOfCounterTerroristEntriesForDirectAverages = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
// Input : -
//-----------------------------------------------------------------------------
CCSGameStats::~CCSGameStats()
{
Clear();
}
//-----------------------------------------------------------------------------
// Purpose: Clear out game stats
// Input : -
//-----------------------------------------------------------------------------
void CCSGameStats::Clear( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCSGameStats::Init( void )
{
ListenForGameEvent( "round_end" );
ListenForGameEvent( "round_officially_ended" );
ListenForGameEvent( "break_prop" );
ListenForGameEvent( "player_decal" );
ListenForGameEvent( "begin_new_match" );
ListenForGameEvent( "bomb_planted" );
ListenForGameEvent( "bomb_defused" );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_ShotFired( CBasePlayer *pPlayer, CBaseCombatWeapon* pWeapon )
{
if ( CSGameRules()->IsRoundOver() )
return;
Assert( pPlayer );
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
// [dwenger] adding tracking for weapon used fun fact
if ( pCSPlayer && pWeapon )
{
// [dwenger] Update the player's tracking of which weapon type they fired
pCSPlayer->PlayerUsedFirearm( pWeapon );
if( !pWeapon->HasAnyAmmo() )
pCSPlayer->PlayerEmptiedAmmoForFirearm( pWeapon );
IncrementStat( pCSPlayer, CSSTAT_SHOTS_FIRED, 1 );
CWeaponCSBase* pCSWeapon = dynamic_cast< CWeaponCSBase * >(pWeapon);
// Increment the individual weapon
if( pCSWeapon )
{
CSWeaponID weaponId = pCSWeapon->GetCSWeaponID();
//if ( weaponId == WEAPON_HEGRENADE )
// int here = 0;
// OGS tracking
// Check to see if this bullet is from a weapon that fires multiple bullets with a single shot.
#if !defined( _GAMECONSOLE ) && !defined( NO_STEAM )
uint8 iSubBullet = 0;
SWeaponShotData *lastShotData = m_WeaponShotData.Count() ? m_WeaponShotData.Tail() : NULL;
// If the previous weapon shot data has the save bulletid, then we check the sub bullet id and increment one from that
if ( lastShotData && lastShotData->m_uiBulletID == CCSPlayer::GetBulletGroup() )
{
iSubBullet = lastShotData->m_uiSubBulletID + 1;
}
m_WeaponShotData.AddToTail( new SWeaponShotData( pCSPlayer, pCSWeapon, iSubBullet, CSGameRules()->m_iTotalRoundsPlayed, (int)pCSWeapon->m_flRecoilIndex ) );
#endif
for (int i = 0; WeaponName_StatId_Table[i].weaponId != WEAPON_NONE; ++i)
{
if ( WeaponName_StatId_Table[i].weaponId == weaponId && WeaponName_StatId_Table[i].shotStatId != CSSTAT_UNDEFINED )
{
IncrementStat( pCSPlayer, WeaponName_StatId_Table[i].shotStatId, 1 );
break;
}
}
CSWeaponMode weaponMode = pCSWeapon->m_weaponMode;
++m_weaponStats[weaponId][weaponMode].shots;
}
}
}
void CCSGameStats::Event_ShotHit( CBasePlayer *pPlayer, const CTakeDamageInfo &info )
{
Assert( pPlayer );
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
if ( info.GetDamagedOtherPlayers() <= 0 )
{
// [dkorus] a 'hit' is a only counted for the first character hit. Otherwise we can end up with an artificially high hit count and >100% accuracy
IncrementStat( pCSPlayer, CSSTAT_SHOTS_HIT, 1 );
}
CBaseEntity *pInflictor = info.GetInflictor();
if ( pInflictor )
{
if ( pInflictor == pPlayer )
{
if ( pPlayer->GetActiveWeapon() )
{
CWeaponCSBase* pCSWeapon = dynamic_cast< CWeaponCSBase * >(pPlayer->GetActiveWeapon());
if (pCSWeapon)
{
CSWeaponID weaponId = pCSWeapon->GetCSWeaponID();
for (int i = 0; WeaponName_StatId_Table[i].weaponId != WEAPON_NONE; ++i)
{
if ( WeaponName_StatId_Table[i].weaponId == weaponId && WeaponName_StatId_Table[i].shotStatId != CSSTAT_UNDEFINED )
{
IncrementStat( pCSPlayer, WeaponName_StatId_Table[i].hitStatId, 1 );
IncrementStat( pCSPlayer, WeaponName_StatId_Table[i].damageStatId, info.GetDamage() );
break;
}
}
CSWeaponMode weaponMode = pCSWeapon->m_weaponMode;
++m_weaponStats[weaponId][weaponMode].hits;
m_weaponStats[weaponId][weaponMode].damage += info.GetDamage();
}
}
}
}
}
void CCSGameStats::Event_PlayerKilled( CBasePlayer *pPlayer, const CTakeDamageInfo &info )
{
Assert( pPlayer );
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
IncrementStat( pCSPlayer, CSSTAT_DEATHS, 1 );
}
void CCSGameStats::Event_PlayerSprayedDecal( CCSPlayer* pPlayer )
{
IncrementStat( pPlayer, CSSTAT_DECAL_SPRAYS, 1 );
}
void CCSGameStats::Event_PlayerKilled_PreWeaponDrop( CBasePlayer *pPlayer, const CTakeDamageInfo &info )
{
Assert( pPlayer );
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
CCSPlayer *pAttacker = ToCSPlayer( info.GetAttacker() );
bool victimZoomed = ( pCSPlayer->GetFOV() != pCSPlayer->GetDefaultFOV() );
if (victimZoomed)
{
IncrementStat(pAttacker, CSSTAT_KILLS_AGAINST_ZOOMED_SNIPER, 1);
}
//Check for knife fight achievements
if (pAttacker && pCSPlayer && pAttacker == info.GetInflictor() && pAttacker->GetTeamNumber() != pCSPlayer->GetTeamNumber())
{
CWeaponCSBase* attackerWeapon = pAttacker->GetActiveCSWeapon();
CWeaponCSBase* victimWeapon = pCSPlayer->GetActiveCSWeapon();
CSWeaponID victimWeaponID = ( ( victimWeapon ) ? victimWeapon->GetCSWeaponID() : WEAPON_NONE );
if (attackerWeapon && victimWeapon)
{
CSWeaponID attackerWeaponID = attackerWeapon->GetCSWeaponID();
if (attackerWeaponID == WEAPON_KNIFE && victimWeaponID == WEAPON_KNIFE)
{
IncrementStat(pAttacker, CSSTAT_KILLS_KNIFE_FIGHT, 1);
}
if( CSGameRules( )->IsPlayingGunGame() )
{
int nWeapon = CSGameRules()->GetCurrentGunGameWeapon( pAttacker->m_iGunGameProgressiveWeaponIndex, pAttacker->GetTeamNumber() );
if ( nWeapon == WEAPON_KNIFE &&
CSGameRules( )->IsPlayingGunGameTRBomb() )
{
// just got a knife kill in a TR game
if ( pCSPlayer->PlacedBombThisRound() )
pAttacker->SetKnifeLevelKilledBombPlacer();
}
nWeapon = CSGameRules()->GetCurrentGunGameWeapon( pCSPlayer->m_iGunGameProgressiveWeaponIndex, pCSPlayer->GetTeamNumber() );
if ( nWeapon == WEAPON_KNIFE || nWeapon == WEAPON_KNIFE_GG )
{
pAttacker->AwardAchievement( CSGunGameKillKnifer );
if ( attackerWeaponID == WEAPON_KNIFE || attackerWeaponID == WEAPON_KNIFE_GG )
{
pAttacker->AwardAchievement( CSGunGameKnifeKillKnifer );
}
if ( attackerWeapon->IsKindOf( WEAPONTYPE_SUBMACHINEGUN ) )
{
pAttacker->AwardAchievement( CSGunGameSMGKillKnifer );
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_BombPlanted( CCSPlayer* pPlayer)
{
IncrementStat( pPlayer, CSSTAT_NUM_BOMBS_PLANTED, 1 );
if( CSGameRules( )->IsPlayingGunGameTRBomb() )
{
IncrementStat( pPlayer, CSSTAT_TR_NUM_BOMBS_PLANTED, 1 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_BombDefused( CCSPlayer* pPlayer)
{
IncrementStat( pPlayer, CSSTAT_NUM_BOMBS_DEFUSED, 1 );
IncrementStat( pPlayer, CSSTAT_OBJECTIVES_COMPLETED, 1 );
if( pPlayer && pPlayer->HasDefuser() )
{
IncrementStat( pPlayer, CSSTAT_BOMBS_DEFUSED_WITHKIT, 1 );
}
if( CSGameRules( )->IsPlayingGunGameTRBomb() )
{
IncrementStat( pPlayer, CSSTAT_TR_NUM_BOMBS_DEFUSED, 1 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Increment terrorist team stat
//-----------------------------------------------------------------------------
void CCSGameStats::Event_BombExploded( CCSPlayer* pPlayer )
{
IncrementStat( pPlayer, CSSTAT_OBJECTIVES_COMPLETED, 1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_HostageRescued( CCSPlayer* pPlayer)
{
IncrementStat( pPlayer, CSSTAT_NUM_HOSTAGES_RESCUED, 1 );
}
//-----------------------------------------------------------------------------
// Purpose: Increment counter-terrorist team stat
//-----------------------------------------------------------------------------
void CCSGameStats::Event_AllHostagesRescued()
{
IncrementTeamStat( TEAM_CT, CSSTAT_OBJECTIVES_COMPLETED, 1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_WindowShattered( CBasePlayer *pPlayer)
{
Assert( pPlayer );
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
IncrementStat( pCSPlayer, CSSTAT_NUM_BROKEN_WINDOWS, 1 );
}
void CCSGameStats::Event_BreakProp( CCSPlayer* pPlayer, CBreakableProp *pProp )
{
if (!pPlayer)
return;
DevMsg("Player %s broke a %s (%i)\n", pPlayer->GetPlayerName(), pProp->GetModelName().ToCStr(), pProp->entindex());
int iIndex = m_PropStatTable.Find(pProp->GetModelName().ToCStr());
if (m_PropStatTable.IsValidIndex(iIndex))
{
IncrementStat(pPlayer, m_PropStatTable[iIndex], 1);
}
IncrementStat(pPlayer, CSSTAT_PROPSBROKEN_ALL, 1);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::UpdatePlayerRoundStats(int winner)
{
int mapIndex = GetCSLevelIndex(gpGlobals->mapname.ToCStr());
CSStatType_t mapStatWinIndex = CSSTAT_UNDEFINED, mapStatRoundIndex = CSSTAT_UNDEFINED;
if ( mapIndex != -1 )
{
mapStatWinIndex = MapName_StatId_Table[mapIndex].statWinsId;
mapStatRoundIndex = MapName_StatId_Table[mapIndex].statRoundsId;
}
// increment the team specific stats
IncrementTeamStat( winner, CSSTAT_ROUNDS_WON, 1 );
if( CSGameRules( )->IsPlayingGunGame() )
{
IncrementTeamStat( winner, CSTAT_GUNGAME_ROUNDS_WON, 1 );
IncrementTeamStat( TEAM_TERRORIST, CSTAT_GUNGAME_ROUNDS_PLAYED, 1 );
IncrementTeamStat( TEAM_CT, CSTAT_GUNGAME_ROUNDS_PLAYED, 1 );
}
if ( mapStatWinIndex != CSSTAT_UNDEFINED )
{
IncrementTeamStat( winner, mapStatWinIndex, 1 );
}
if ( CSGameRules()->IsPistolRound() )
{
IncrementTeamStat( winner, CSSTAT_PISTOLROUNDS_WON, 1 );
}
IncrementTeamStat( TEAM_TERRORIST, CSSTAT_ROUNDS_PLAYED, 1 );
IncrementTeamStat( TEAM_CT, CSSTAT_ROUNDS_PLAYED, 1 );
if( mapStatRoundIndex != CSSTAT_UNDEFINED )
{
IncrementTeamStat( TEAM_TERRORIST, mapStatRoundIndex, 1 );
IncrementTeamStat( TEAM_CT, mapStatRoundIndex, 1 );
}
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
if ( pPlayer && pPlayer->IsConnected() )
{
IncrementStat( pPlayer, CSSTAT_ROUNDS_PLAYED, 1, false, true );
if ( CSGameRules()->IsPlayingGunGame() )
{
IncrementStat( pPlayer, CSTAT_GUNGAME_ROUNDS_PLAYED, 1, false, true );
}
if( CSGameRules()->IsPlayingGunGameProgressive() )
{
IncrementStat( pPlayer,CSSTAT_GG_PROGRESSIVE_CONTRIBUTION_SCORE, MAX( pPlayer->GetRoundContributionScore(), 0.0f), false, true );
}
else
{
IncrementStat( pPlayer,CSSTAT_CONTRIBUTION_SCORE, MAX( pPlayer->GetRoundContributionScore(), 0.0f), false, true );
}
pPlayer->ClearRoundContributionScore();
pPlayer->ClearRoundProximityScore();
if ( winner == TEAM_CT )
{
IncrementStat( pPlayer, CSSTAT_CT_ROUNDS_WON, 1, true, true );
}
else if ( winner == TEAM_TERRORIST )
{
IncrementStat( pPlayer, CSSTAT_T_ROUNDS_WON, 1, true, true );
}
if ( winner == TEAM_CT || winner == TEAM_TERRORIST )
{
// Increment the win stats if this player is on the winning team
if ( pPlayer->GetTeamNumber() == winner )
{
IncrementStat( pPlayer, CSSTAT_ROUNDS_WON, 1, true, true );
if( CSGameRules( )->IsPlayingGunGame() )
{
IncrementStat( pPlayer, CSTAT_GUNGAME_ROUNDS_WON, 1, true, true );
}
if ( CSGameRules()->IsPistolRound() )
{
IncrementStat( pPlayer, CSSTAT_PISTOLROUNDS_WON, 1, true, true );
}
if ( mapStatWinIndex != CSSTAT_UNDEFINED )
{
IncrementStat( pPlayer, mapStatWinIndex, 1, true, true );
}
}
if ( mapStatWinIndex != CSSTAT_UNDEFINED )
{
IncrementStat( pPlayer, mapStatRoundIndex, 1, true, true );
}
// set the play time for the round
IncrementStat( pPlayer, CSSTAT_PLAYTIME, (int)CSGameRules()->GetRoundElapsedTime(), true, true );
}
}
}
// send a stats update to all players
for ( int iPlayerIndex = 1; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
if ( pPlayer && pPlayer->IsConnected())
{
SendStatsToPlayer(pPlayer, CSSTAT_PRIORITY_ENDROUND);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Log accumulated weapon usage and performance data
//-----------------------------------------------------------------------------
void CCSGameStats::DumpMatchWeaponMetrics()
{
// generate a filename
time_t t = time( NULL );
struct tm *now = localtime( &t );
if ( !now )
return;
int year = now->tm_year + 1900;
int month = now->tm_mon + 1;
int day = now->tm_mday;
int hour = now->tm_hour;
int minute = now->tm_min;
int second = now->tm_sec;
char filename[ 128 ];
Q_snprintf( filename, sizeof(filename), "wm_%4d%02d%02d_%02d%02d%02d_%s.csv",
year, month, day, hour, minute, second, gpGlobals->mapname.ToCStr());
FileHandle_t hLogFile = filesystem->Open( filename, "wt" );
if ( hLogFile == FILESYSTEM_INVALID_HANDLE )
return;
filesystem->FPrintf(hLogFile, "%s\n", "WeaponId, Mode, Cost, Bullets, CycleTime, TotalShots, TotalHits, TotalDamage, TotalKills");
for (int iWeapon = 0; iWeapon < WEAPON_MAX; ++iWeapon)
{
const CCSWeaponInfo* pInfo = GetWeaponInfo( (CSWeaponID)iWeapon );
if ( !pInfo )
continue;
const char* pWeaponName = pInfo->szClassName;
if ( !pWeaponName )
continue;
if ( IsWeaponClassname( pWeaponName ) )
{
pWeaponName += WEAPON_CLASSNAME_PREFIX_LENGTH;
}
for ( int iMode = 0; iMode < WeaponMode_MAX; ++iMode)
{
filesystem->FPrintf(hLogFile, "%s, %d, %d, %d, %f, %d, %d, %d, %d\n",
pWeaponName,
iMode,
pInfo->GetWeaponPrice(),
pInfo->GetBullets(),
pInfo->GetCycleTime(),
m_weaponStats[iWeapon][iMode].shots,
m_weaponStats[iWeapon][iMode].hits,
m_weaponStats[iWeapon][iMode].damage,
m_weaponStats[iWeapon][iMode].kills);
}
}
filesystem->FPrintf(hLogFile, "\n");
filesystem->FPrintf(hLogFile, "bot_difficulty, %d\n", cv_bot_difficulty.GetInt());
g_pFullFileSystem->Close(hLogFile);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_PlayerConnected( CBasePlayer *pPlayer )
{
ResetPlayerStats( ToCSPlayer( pPlayer ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_PlayerDisconnected( CBasePlayer *pPlayer )
{
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
if ( !pCSPlayer )
return;
ResetPlayerStats( pCSPlayer );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_PlayerKilledOther( CBasePlayer *pAttacker, CBaseEntity *pVictim, const CTakeDamageInfo &info )
{
// This also gets called when the victim is a building. That gets tracked separately as building destruction, don't count it here
if ( !pVictim->IsPlayer() )
return;
CCSPlayer *pPlayerAttacker = ToCSPlayer( pAttacker );
CCSPlayer *pPlayerVictim = ToCSPlayer( pVictim );
// keep track of how many times every player kills every other player
TrackKillStats( pPlayerAttacker, pPlayerVictim );
// Skip rest of stat reporting for friendly fire
if ( pPlayerAttacker->GetTeam() == pVictim->GetTeam() )
return;
CWeaponCSBase* pCSWeapon = dynamic_cast<CWeaponCSBase*>( info.GetWeapon() );
// CSN-8452 Gungame modes were counting towards kills with enemy weapons.
if ( CSGameRules()->IsPlayingClassic() )
{
if ( pCSWeapon )
{
if ( pCSWeapon->WasOwnedByTeam( pVictim->GetTeamNumber() ) )
{
// Stat is incremented if kill is made with a weapon that was once owned by the team that the killed player is on
IncrementStat(pPlayerAttacker, CSSTAT_KILLS_ENEMY_WEAPON, 1);
}
}
}
CSWeaponMode weaponMode = Primary_Mode;
if ( pCSWeapon )
{
weaponMode = pCSWeapon->m_weaponMode;
}
// CSN-8983 - Grenades aren't the player's weapon upon killing. Get the weapon info from the damage.
CSWeaponID weaponId = WEAPON_NONE;
const CCSWeaponInfo* pWeaponInfoFronDamage = CCSPlayer::GetWeaponInfoFromDamageInfo(info);
if ( pWeaponInfoFronDamage )
{
weaponId = pWeaponInfoFronDamage->m_weaponId;
}
// update weapon stats
++m_weaponStats[weaponId][weaponMode].kills;
for (int i = 0; WeaponName_StatId_Table[i].killStatId != CSSTAT_UNDEFINED; ++i)
{
if ( WeaponName_StatId_Table[i].weaponId == weaponId )
{
IncrementStat( pPlayerAttacker, WeaponName_StatId_Table[i].killStatId, 1 );
break;
}
}
if (pPlayerVictim && pPlayerVictim->IsBlind())
{
IncrementStat( pPlayerAttacker, CSSTAT_KILLS_ENEMY_BLINDED, 1 );
}
if (pPlayerVictim && pPlayerAttacker && pPlayerAttacker->IsBlindForAchievement())
{
IncrementStat( pPlayerAttacker, CSSTAT_KILLS_WHILE_BLINDED, 1 );
}
// [sbodenbender] check for deaths near planted bomb for funfact
if (pPlayerVictim && pPlayerAttacker && pPlayerAttacker->GetTeamNumber() == TEAM_TERRORIST && CSGameRules()->m_bBombPlanted)
{
if ( pPlayerAttacker->IsCloseToActiveBomb() || pPlayerVictim->IsCloseToActiveBomb() )
{
IncrementStat(pPlayerAttacker, CSSTAT_KILLS_WHILE_DEFENDING_BOMB, 1);
}
}
//Increment stat if this is a headshot.
if (info.GetDamageType() & DMG_HEADSHOT)
{
IncrementStat( pPlayerAttacker, CSSTAT_KILLS_HEADSHOT, 1 );
}
IncrementStat( pPlayerAttacker, CSSTAT_KILLS, 1 );
// we don't have a simple way (yet) to check if the victim actually just achieved The Unstoppable Force, so we
// award this achievement simply if they've met the requirements and would have received it.
PlayerStats_t &victimStats = m_aPlayerStats[pVictim->entindex()];
if (victimStats.statsCurrentRound[CSSTAT_KILLS] >= AchievementConsts::ImmovableObject_Kills && !CSGameRules()->IsPlayingGunGameProgressive() )
{
pPlayerAttacker->AwardAchievement(CSImmovableObject);
}
CCSGameRules::TeamPlayerCounts playerCounts[TEAM_MAXCOUNT];
CSGameRules()->GetPlayerCounts(playerCounts);
int iAttackerTeamNumber = pPlayerAttacker->GetTeamNumber() ;
if (playerCounts[iAttackerTeamNumber].totalAlivePlayers == 1 && playerCounts[iAttackerTeamNumber].killedPlayers >= 2)
{
IncrementStat(pPlayerAttacker, CSSTAT_KILLS_WHILE_LAST_PLAYER_ALIVE, 1);
}
//if they were damaged by more than one person that must mean that someone else did damage before the killer finished them off.
if (pPlayerVictim->GetNumEnemyDamagers() > 1)
{
IncrementStat(pPlayerAttacker, CSSTAT_KILLS_ENEMY_WOUNDED, 1);
}
// set the number of consecutive kills this scorer has on the victim:
int nConsecutiveKills = pPlayerAttacker ? MAX( FindPlayerStats( pPlayerVictim ).statsKills.iNumKilledByUnanswered[pPlayerAttacker->entindex()], 1 ) : 0;
pPlayerVictim->SetLastConcurrentKilled( MIN( nConsecutiveKills, 8 ) );
// check to see if a player killed another with a StatTrak weapon
if ( CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>( info.GetWeapon() ) )
{
// Does the player own this item?
CSteamID HolderSteamID;
pAttacker->GetSteamID( &HolderSteamID );
if ( CEconItemView *pItemView = pWeapon->GetEconItemView() )
{
// Get the supported killeater types on this weapon
CUtlSortVector<uint32> killEaterTypes;
pItemView->GetKillEaterTypes( killEaterTypes );
if ( killEaterTypes.Count() > 0 )
{
if ( pItemView->GetAccountID() == HolderSteamID.GetAccountID() )
{
// Here we could differentiate on StatTrak types (normal, headshot, etc.):
IncrementStat( pPlayerAttacker, CSSTAT_KILLS_WITH_STATTRAK_WEAPON, 1 );
}
}
}
}
}
void CCSGameStats::CalculateOverkill(CCSPlayer* pAttacker, CCSPlayer* pVictim)
{
//Count domination overkills - Do this before determining domination
if (pAttacker->GetTeam() != pVictim->GetTeam())
{
if (pAttacker->IsPlayerDominated(pVictim->entindex()))
{
IncrementStat( pAttacker, CSSTAT_DOMINATION_OVERKILLS, 1 );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Stats event for giving damage to player
//-----------------------------------------------------------------------------
void CCSGameStats::Event_PlayerDamage( CBasePlayer *pBasePlayer, const CTakeDamageInfo &info )
{
CCSPlayer *pAttacker = ToCSPlayer( info.GetAttacker() );
if ( pAttacker && pAttacker->GetTeam() != pBasePlayer->GetTeam() )
{
IncrementStat( pAttacker, CSSTAT_DAMAGE, info.GetDamage() );
}
// OGS stats
// See if this is a bullet from a weapon that fires multiple (shotgun)
#if !defined( _GAMECONSOLE ) && !defined( NO_STEAM )
if ( info.GetBulletID() != 0 )
{
uint8 iSubBullet = 0;
SWeaponHitData *lastHitData = m_WeaponHitData.Count() ? m_WeaponHitData.Tail() : NULL;
// If the previous weapon shot data has the save bulletid, then we check the sub bullet id and increment one from that
if ( lastHitData && lastHitData->m_uiBulletID == CCSPlayer::GetBulletGroup() )
{
iSubBullet = lastHitData->m_uiSubBulletID + 1;
}
m_WeaponHitData.AddToTail( new SWeaponHitData( ToCSPlayer( pBasePlayer ), info, iSubBullet, CSGameRules()->m_iTotalRoundsPlayed, info.GetRecoilIndex() ) );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Stats event for giving money to player
//-----------------------------------------------------------------------------
void CCSGameStats::Event_MoneyEarned( CCSPlayer* pPlayer, int moneyEarned)
{
if ( pPlayer && moneyEarned > 0)
{
IncrementStat(pPlayer, CSSTAT_MONEY_EARNED, moneyEarned);
}
}
void CCSGameStats::Event_MoneySpent( CCSPlayer* pPlayer, int moneySpent, const char *pItemName )
{
if ( pPlayer && moneySpent > 0)
{
IncrementStat(pPlayer, CSSTAT_MONEY_SPENT, moneySpent);
#if !defined( _GAMECONSOLE ) && !defined( NO_STEAM )
if ( pItemName && !pPlayer->IsBot() )
{
CSteamID steamIDForBuyer;
pPlayer->GetSteamID( &steamIDForBuyer );
m_MarketPurchases.AddToTail( new SMarketPurchases( steamIDForBuyer.ConvertToUint64(), moneySpent, pItemName, CSGameRules()->m_iTotalRoundsPlayed ) );
}
#endif
}
}
void CCSGameStats::Event_PlayerDonatedWeapon (CCSPlayer* pPlayer)
{
if (pPlayer)
{
IncrementStat(pPlayer, CSSTAT_WEAPONS_DONATED, 1);
}
}
void CCSGameStats::Event_MVPEarned( CCSPlayer* pPlayer )
{
if (pPlayer)
{
IncrementStat(pPlayer, CSSTAT_MVPS, 1);
}
}
//-----------------------------------------------------------------------------
// Purpose: Event handler
//-----------------------------------------------------------------------------
void CCSGameStats::FireGameEvent( IGameEvent *event )
{
const char *pEventName = event->GetName();
if ( V_strcmp(pEventName, "round_end") == 0 )
{
const int reason = event->GetInt( "reason" );
if( reason == Game_Commencing )
{
ResetPlayerClassMatchStats();
}
else
{
UpdatePlayerRoundStats(event->GetInt("winner"));
}
}
else if ( V_strcmp( pEventName, "round_officially_ended" ) == 0 )
{
#if !defined( _GAMECONSOLE )
// Upload round stats here to avoid end-of-round visual hitch
UploadRoundStats();
#endif
}
else if ( V_strcmp(pEventName, "break_prop") == 0 )
{
int userid = event->GetInt("userid", 0);
int entindex = event->GetInt("entindex", 0);
CBreakableProp* pProp = static_cast<CBreakableProp*>(CBaseEntity::Instance(entindex));
Event_BreakProp(ToCSPlayer(UTIL_PlayerByUserId(userid)), pProp);
}
else if ( V_strcmp(pEventName, "player_decal") == 0 )
{
int userid = event->GetInt("userid", 0);
Event_PlayerSprayedDecal(ToCSPlayer(UTIL_PlayerByUserId(userid)));
}
else if ( V_strcmp(pEventName, "begin_new_match") == 0 )
{
CreateNewGameStatsSession();
}
else if ( V_strcmp(pEventName, "bomb_planted") == 0 || V_strcmp(pEventName, "bomb_defused") == 0 )
{
//Generate a special weapon hit entry for each alive human player
CPlantedC4* pPlantedC4 = g_PlantedC4s[0];
uint8 unBombsite = event->GetInt("site",0); //Get Bombsite
CSBombEventName nBombEventName = BombEventNameFromString(pEventName);
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
if (CCSPlayer *pCSPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex ) ) )
{
if ( pCSPlayer->IsConnected() && pCSPlayer->IsAlive() && !pCSPlayer->IsBot() )
{
CCSPlayer::StartNewBulletGroup();
SWeaponHitData *pHitData = new SWeaponHitData;
if ( pHitData->InitAsBombEvent( pCSPlayer, pPlantedC4, CCSPlayer::GetBulletGroup(), unBombsite, nBombEventName ) )
{
CCS_GameStats.RecordWeaponHit( pHitData ); // submission deletes the struct.
}
else
{
delete pHitData;
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Return stats for the given player
//-----------------------------------------------------------------------------
const PlayerStats_t& CCSGameStats::FindPlayerStats( CBasePlayer *pPlayer ) const
{
return m_aPlayerStats[pPlayer->entindex()];
}
//-----------------------------------------------------------------------------
// Purpose: Return stats for the given team
//-----------------------------------------------------------------------------
const StatsCollection_t& CCSGameStats::GetTeamStats( int iTeamIndex ) const
{
int arrayIndex = iTeamIndex - FIRST_GAME_TEAM;
Assert( arrayIndex >= 0 && arrayIndex < TEAM_MAXCOUNT - FIRST_GAME_TEAM );
return m_aTeamStats[arrayIndex];
}
//-----------------------------------------------------------------------------
// Purpose: Resets the stats for each team
//-----------------------------------------------------------------------------
void CCSGameStats::ResetAllTeamStats()
{
for ( int i = 0; i < ARRAYSIZE(m_aTeamStats); ++i )
{
m_aTeamStats[i].Reset();
}
}
//-----------------------------------------------------------------------------
// Purpose: Resets all stats (including round, match, accumulated and rolling averages
//-----------------------------------------------------------------------------
void CCSGameStats::ResetAllStats()
{
for ( int i = 0; i < ARRAYSIZE( m_aPlayerStats ); i++ )
{
m_aPlayerStats[i].statsDelta.Reset();
m_aPlayerStats[i].statsCurrentRound.Reset();
m_aPlayerStats[i].statsCurrentMatch.Reset();
m_aPlayerStats[i].statsKills.Reset();
m_numberOfRoundsForDirectAverages = 0;
m_numberOfTerroristEntriesForDirectAverages = 0;
m_numberOfCounterTerroristEntriesForDirectAverages = 0;
}
ClearOGSRoundStats();
}
void CCSGameStats::ResetWeaponStats()
{
V_memset(m_weaponStats, 0, sizeof(m_weaponStats));
}
void CCSGameStats::IncrementTeamStat( int iTeamIndex, int iStatIndex, int iAmount )
{
int arrayIndex = iTeamIndex - TEAM_TERRORIST;
Assert( iStatIndex >= 0 && iStatIndex < CSSTAT_MAX );
if( arrayIndex >= 0 && arrayIndex < TEAM_MAXCOUNT - TEAM_TERRORIST )
{
m_aTeamStats[arrayIndex][iStatIndex] += iAmount;
}
}
//-----------------------------------------------------------------------------
// Purpose: Resets all stats for this player
//-----------------------------------------------------------------------------
void CCSGameStats::ResetPlayerStats( CBasePlayer* pPlayer )
{
PlayerStats_t &stats = m_aPlayerStats[pPlayer->entindex()];
// reset the stats on this player
stats.Reset();
// reset the matrix of who killed whom with respect to this player
ResetKillHistory( pPlayer );
}
//-----------------------------------------------------------------------------
// Purpose: Resets the kill history for this player
//-----------------------------------------------------------------------------
void CCSGameStats::ResetKillHistory( CBasePlayer* pPlayer )
{
int iPlayerIndex = pPlayer->entindex();
PlayerStats_t& statsPlayer = m_aPlayerStats[iPlayerIndex];
// for every other player, set all all the kills with respect to this player to 0
for ( int i = 0; i < ARRAYSIZE( m_aPlayerStats ); i++ )
{
//reset their record of us.
PlayerStats_t &statsOther = m_aPlayerStats[i];
statsOther.statsKills.iNumKilled[iPlayerIndex] = 0;
statsOther.statsKills.iNumKilledBy[iPlayerIndex] = 0;
statsOther.statsKills.iNumKilledByUnanswered[iPlayerIndex] = 0;
//reset our record of them
statsPlayer.statsKills.iNumKilled[i] = 0;
statsPlayer.statsKills.iNumKilledBy[i] = 0;
statsPlayer.statsKills.iNumKilledByUnanswered[i] = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose: Resets per-round stats for all players
//-----------------------------------------------------------------------------
void CCSGameStats::ResetRoundStats()
{
for ( int i = 0; i < ARRAYSIZE( m_aPlayerStats ); i++ )
{
m_aPlayerStats[i].statsCurrentRound.Reset();
}
ClearOGSRoundStats();
}
//-----------------------------------------------------------------------------
// Purpose: Reset round stats
//-----------------------------------------------------------------------------
void CCSGameStats::ClearOGSRoundStats()
{
#if !defined( _GAMECONSOLE ) && !defined( NO_STEAM )
m_WeaponHitData.PurgeAndDeleteElements();
m_WeaponMissData.PurgeAndDeleteElements();
m_WeaponShotData.PurgeAndDeleteElements();
m_MarketPurchases.PurgeAndDeleteElements();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Increments specified stat for specified player by specified amount
//-----------------------------------------------------------------------------
void CCSGameStats::IncrementStat( CCSPlayer* pPlayer, CSStatType_t statId, int iDelta, bool bPlayerOnly /* = false */, bool bIncludeBotController /* = false */ )
{
// note: don't track stats for players after they switch teams
if ( pPlayer && !pPlayer->m_bTeamChanged)
{
// if we're controlling a bot, credit the BOT with our stats
if( pPlayer->IsControllingBot() )
{
CCSPlayer* controlledPlayer = pPlayer->GetControlledBot();
AssertMsg( controlledPlayer != pPlayer, "Player should never match controlled player: this will cause an infinite loop" );
if( controlledPlayer )
{
IncrementStat( controlledPlayer, statId,iDelta,bPlayerOnly );
}
if ( !bIncludeBotController )
return;
}
PlayerStats_t &stats = m_aPlayerStats[pPlayer->entindex()];
stats.statsDelta[statId] += iDelta;
stats.statsCurrentRound[statId] += iDelta;
stats.statsCurrentMatch[statId] += iDelta;
// increment team stat
int teamIndex = pPlayer->GetTeamNumber() - FIRST_GAME_TEAM;
if ( !bPlayerOnly && teamIndex >= 0 && teamIndex < ARRAYSIZE(m_aTeamStats) )
{
m_aTeamStats[teamIndex][statId] += iDelta;
}
for (int i = 0; i < ARRAYSIZE(ServerStatBasedAchievements); ++i)
{
if (ServerStatBasedAchievements[i].statId == statId)
{
// skip this if there is a map filter and it doesn't match
if (ServerStatBasedAchievements[i].mapFilter != NULL && V_strcmp(gpGlobals->mapname.ToCStr(), ServerStatBasedAchievements[i].mapFilter) != 0)
continue;
if ( CSGameRules()->IsPlayingGunGameProgressive() && ServerStatBasedAchievements[i].disallowGunGameProgressive )
continue;
bool bWasMet = ServerStatBasedAchievements[i].IsMet(stats.statsCurrentRound[statId] - iDelta, stats.statsCurrentMatch[statId] - iDelta);
bool bIsMet = ServerStatBasedAchievements[i].IsMet(stats.statsCurrentRound[statId], stats.statsCurrentMatch[statId]);
if (!bWasMet && bIsMet)
{
pPlayer->AwardAchievement(ServerStatBasedAchievements[i].achievementId);
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the specified stat for specified player to the specified amount
//-----------------------------------------------------------------------------
void CCSGameStats::SetStat( CCSPlayer *pPlayer, CSStatType_t statId, int iValue )
{
if (pPlayer)
{
int oldRoundValue, oldMatchValue;
PlayerStats_t &stats = m_aPlayerStats[pPlayer->entindex()];
oldRoundValue = stats.statsCurrentRound[statId];
oldMatchValue = stats.statsCurrentMatch[statId];
stats.statsDelta[statId] = iValue;
stats.statsCurrentRound[statId] = iValue;
stats.statsCurrentMatch[statId] = iValue;
for (int i = 0; i < ARRAYSIZE(ServerStatBasedAchievements); ++i)
{
if (ServerStatBasedAchievements[i].statId == statId)
{
// skip this if there is a map filter and it doesn't match
if (ServerStatBasedAchievements[i].mapFilter != NULL && V_strcmp(gpGlobals->mapname.ToCStr(), ServerStatBasedAchievements[i].mapFilter) != 0)
continue;
bool bWasMet = ServerStatBasedAchievements[i].IsMet(oldRoundValue, oldMatchValue);
bool bIsMet = ServerStatBasedAchievements[i].IsMet(stats.statsCurrentRound[statId], stats.statsCurrentMatch[statId]);
if (!bWasMet && bIsMet)
{
pPlayer->AwardAchievement(ServerStatBasedAchievements[i].achievementId);
}
}
}
}
}
void CRC32Helper_ProcessInt16( CRC32_t &crc, int16 n )
{
int16 plat_n = LittleShort( n );
CRC32_ProcessBuffer( &crc, &plat_n, sizeof(plat_n) );
}
void CRC32Helper_ProcessInt32( CRC32_t &crc, int32 n )
{
int32 plat_n = LittleDWord( n );
CRC32_ProcessBuffer( &crc, &plat_n, sizeof(plat_n) );
}
void CRC32Helper_ProcessUInt32( CRC32_t &crc, uint32 n )
{
uint32 plat_n = LittleDWord( n );
CRC32_ProcessBuffer( &crc, &plat_n, sizeof(plat_n) );
}
void CCSGameStats::SendStatsToPlayer( CCSPlayer * pPlayer, int iMinStatPriority )
{
ASSERT(CSSTAT_MAX < 0xFFFF); // if we add more than 2^16 stats, we'll need to update this protocol
if ( pPlayer && pPlayer->IsConnected())
{
StatsCollection_t &deltaStats = m_aPlayerStats[pPlayer->entindex()].statsDelta;
// check to see if we have any stats to actually send
short iStatsToSend = 0;
for ( int iStat = CSSTAT_FIRST; iStat < CSSTAT_MAX; ++iStat )
{
int iPriority = CSStatProperty_Table[iStat].flags & CSSTAT_PRIORITY_MASK;
if (deltaStats[iStat] != 0 && iPriority >= iMinStatPriority)
{
#if defined ( DEBUG_STAT_TRANSMISSION )
Msg( "Sending Stat '%s' to client. Value: %d\n", CSStatProperty_Table[iStat].szSteamName, deltaStats[iStat] );
#endif
++iStatsToSend;
}
}
// nothing changed - bail out
if ( !iStatsToSend )
return;
CSingleUserRecipientFilter filter( pPlayer );
filter.MakeReliable();
CCSUsrMsg_PlayerStatsUpdate msg;
CRC32_t crc;
CRC32_Init( &crc );
// begin the CRC with a trivially hidden key value to discourage packet modification
const uint32 key = 0x82DA9F4C; // this key should match the key in cs_client_gamestats.cpp
CRC32Helper_ProcessUInt32( crc, key );
// if we make any change to the ordering of the stats or this message format, update this value
const byte version = 0x03;
CRC32_ProcessBuffer( &crc, &version, sizeof(version));
msg.set_version(version);
CRC32Helper_ProcessInt16( crc, iStatsToSend );
for ( short iStat = CSSTAT_FIRST; iStat < CSSTAT_MAX; ++iStat )
{
int iPriority = CSStatProperty_Table[iStat].flags & CSSTAT_PRIORITY_MASK;
if (deltaStats[iStat] != 0 && iPriority >= iMinStatPriority)
{
CCSUsrMsg_PlayerStatsUpdate::Stat *pStat = msg.add_stats();
CRC32Helper_ProcessInt16( crc, iStat );
pStat->set_idx(iStat);
Assert(deltaStats[iStat] <= 0x7FFF && deltaStats[iStat] > 0); // make sure we aren't truncating bits
short delta = deltaStats[iStat];
CRC32Helper_ProcessInt16( crc, delta );
pStat->set_delta( deltaStats[iStat]);
deltaStats[iStat] = 0;
--iStatsToSend;
}
}
Assert(iStatsToSend == 0);
int userID = pPlayer->GetUserID();
msg.set_user_id( userID );
CRC32Helper_ProcessInt32( crc, userID );
CRC32_Final( &crc );
msg.set_crc(crc);
SendUserMessage( filter, CS_UM_PlayerStatsUpdate, msg );
}
}
//-----------------------------------------------------------------------------
// Purpose: Sends intermittent stats updates for stats that need to be updated during a round and/or life
//-----------------------------------------------------------------------------
void CCSGameStats::PreClientUpdate()
{
int iMinStatPriority = -1;
m_fDisseminationTimerHigh += gpGlobals->frametime;
m_fDisseminationTimerLow += gpGlobals->frametime;
if ( m_fDisseminationTimerHigh > cDisseminationTimeHigh)
{
iMinStatPriority = CSSTAT_PRIORITY_HIGH;
m_fDisseminationTimerHigh = 0.0f;
if ( m_fDisseminationTimerLow > cDisseminationTimeLow)
{
iMinStatPriority = CSSTAT_PRIORITY_LOW;
m_fDisseminationTimerLow = 0.0f;
}
}
else
return;
//The proper time has elapsed, now send the update to every player
for ( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex(iPlayerIndex) );
SendStatsToPlayer(pPlayer, iMinStatPriority);
}
}
//-----------------------------------------------------------------------------
// Purpose: Updates the stats of who has killed whom
//-----------------------------------------------------------------------------
void CCSGameStats::TrackKillStats( CCSPlayer *pAttacker, CCSPlayer *pVictim )
{
int iPlayerIndexAttacker = pAttacker->entindex();
int iPlayerIndexVictim = pVictim->entindex();
PlayerStats_t &statsAttacker = m_aPlayerStats[iPlayerIndexAttacker];
PlayerStats_t &statsVictim = m_aPlayerStats[iPlayerIndexVictim];
if( !pVictim->IsControllingBot() )
{
statsVictim.statsKills.iNumKilledBy[iPlayerIndexAttacker]++;
statsVictim.statsKills.iNumKilledByUnanswered[iPlayerIndexAttacker]++;
}
if( !pAttacker->IsControllingBot() )
{
statsAttacker.statsKills.iNumKilled[iPlayerIndexVictim]++;
statsAttacker.statsKills.iNumKilledByUnanswered[iPlayerIndexVictim] = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose: Determines if attacker and victim have gotten domination or revenge
//-----------------------------------------------------------------------------
void CCSGameStats::CalcDominationAndRevenge( CCSPlayer *pAttacker, CCSPlayer *pVictim, int *piDeathFlags )
{
// [Forrest] Allow nemesis/revenge to be turned off for a server
if ( sv_nonemesis.GetBool() )
{
return;
}
// if we aren't playing gungame, we dont do domination or revenge
if ( !CSGameRules()->IsPlayingGunGame() )
return;
//If there is no attacker, there is no domination or revenge
if( !pAttacker || !pVictim )
{
return;
}
if (pAttacker->GetTeam() == pVictim->GetTeam())
{
return;
}
int iPlayerIndexVictim = pVictim->entindex();
PlayerStats_t &statsVictim = m_aPlayerStats[iPlayerIndexVictim];
// calculate # of unanswered kills between killer & victim
// This is plus 1 as this function gets called before the stat is updated. That is done so that the domination
// and revenge will be calculated prior to the death message being sent to the clients
int attackerEntityIndex = pAttacker->entindex();
int iKillsUnanswered = statsVictim.statsKills.iNumKilledByUnanswered[attackerEntityIndex] + 1;
if ( CS_KILLS_FOR_DOMINATION == iKillsUnanswered )
{
// this is the Nth unanswered kill between killer and victim, killer is now dominating victim
*piDeathFlags |= ( CS_DEATH_DOMINATION );
}
else if ( pVictim->IsPlayerDominated( pAttacker->entindex() ) && !pAttacker->IsControllingBot() )
{
// the killer killed someone who was dominating him, gains revenge
*piDeathFlags |= ( CS_DEATH_REVENGE );
}
//Check the overkill on 1 player achievement
if (!pAttacker->IsControllingBot() && iKillsUnanswered == CS_KILLS_FOR_DOMINATION + AchievementConsts::ExtendedDomination_AdditionalKills)
{
pAttacker->AwardAchievement(CSExtendedDomination);
}
if (!pAttacker->IsControllingBot() && iKillsUnanswered == CS_KILLS_FOR_DOMINATION)
{
//this is the Nth unanswered kill between killer and victim, killer is now dominating victim
//set victim to be dominated by killer
pAttacker->SetPlayerDominated( pVictim, true );
//Check concurrent dominations achievement
int numConcurrentDominations = 0;
for ( int i = 1 ; i <= gpGlobals->maxClients ; i++ )
{
CCSPlayer *pPlayer= ToCSPlayer( UTIL_PlayerByIndex( i ) );
if (pPlayer && pAttacker->IsPlayerDominated(pPlayer->entindex()))
{
numConcurrentDominations++;
}
}
if (numConcurrentDominations >= AchievementConsts::ConcurrentDominations_MinDominations)
{
pAttacker->AwardAchievement(CSConcurrentDominations);
}
// record stats
Event_PlayerDominatedOther( pAttacker, pVictim );
}
else if ( pVictim->IsPlayerDominated( pAttacker->entindex() ) && !pAttacker->IsControllingBot() )
{
// the killer killed someone who was dominating him, gains revenge
// set victim to no longer be dominating the killer
pVictim->SetPlayerDominated( pAttacker, false );
// record stats
Event_PlayerRevenge( pAttacker );
}
}
void CCSGameStats::Event_PlayerDominatedOther( CCSPlayer *pAttacker, CCSPlayer* pVictim )
{
IncrementStat( pAttacker, CSSTAT_DOMINATIONS, 1 );
}
void CCSGameStats::Event_PlayerRevenge( CCSPlayer *pAttacker )
{
IncrementStat( pAttacker, CSSTAT_REVENGES, 1 );
}
void CCSGameStats::Event_PlayerAvengedTeammate( CCSPlayer* pAttacker, CCSPlayer* pAvengedPlayer )
{
if (pAttacker && pAvengedPlayer)
{
IGameEvent *event = gameeventmanager->CreateEvent( "player_avenged_teammate" );
if ( event )
{
event->SetInt( "avenger_id", pAttacker->GetUserID() );
event->SetInt( "avenged_player_id", pAvengedPlayer->GetUserID() );
gameeventmanager->FireEvent( event );
}
}
}
void CCSGameStats::Event_LevelInit()
{
ResetAllTeamStats();
ResetWeaponStats();
CBaseGameStats::Event_LevelInit();
}
void CCSGameStats::Event_LevelShutdown( float fElapsed )
{
if (sv_dumpmatchweaponmetrics.GetBool())
{
DumpMatchWeaponMetrics();
}
CBaseGameStats::Event_LevelShutdown(fElapsed);
#if !defined( _GAMECONSOLE )
GetSteamWorksGameStatsServer().EndSession();
#endif
}
// Reset any per match info that resides in the player class
void CCSGameStats::ResetPlayerClassMatchStats()
{
for ( int i = 1; i <= MAX_PLAYERS; i++ )
{
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer )
{
pPlayer->SetNumMVPs( 0 );
}
}
}
#if !defined( _GAMECONSOLE )
extern double g_rowCommitTime;
extern double g_rowWriteTime;
//-----------------------------------------------------------------------------
// Purpose: Submits all round specific data to the OGS system
//-----------------------------------------------------------------------------
void CCSGameStats::UploadRoundStats( void )
{
#if !defined( NO_STEAM )
// If we don't have any data to send, we can early out now;
// Purpose: Linux servers hang if they submit too many bullets at once and they restart. That's bad!
// Only report rounds that are likely to yield valuable data and not cause issues:
// Competitive Rounds (including tournaments on other servers)
// Valve's Casual Rounds (to capture Operation Payback and other special events).
bool bIsCompetitiveRound = ( game_mode.GetInt() == 1 && game_type.GetInt() == 0 && CSGameRules() && CSGameRules()->GetRoundLength() < 300 );
bool bIsValveCasualRound = ( game_mode.GetInt() == 0 && game_type.GetInt() == 0 && IsValveDedicated() ); //Adding IsValveDedicated
static char const * s_pchTournamentServer = CommandLine()->ParmValue( "-tournament", ( char const * ) NULL );
static bool s_bSubmittingStats = ( RandomFloat() < 0.1 ) || ( IsValveDedicated() && s_pchTournamentServer ); // Valve tournament major servers do not throttle
bool bIsValidMatch = bIsCompetitiveRound || bIsValveCasualRound;
if ( !bIsValidMatch || !s_bSubmittingStats )
{
CCSPlayer::ResetBulletGroup();
ClearOGSRoundStats();
return;
}
KeyValues *pKV = new KeyValues( "basedata" );
if ( !pKV )
return;
CFastTimer totalTimer, weaponHitTimer, weaponMissTimer, marketPurchaseTimer, submitTimer, cleanupTimer;
g_rowCommitTime = 0.0f;
g_rowWriteTime = 0.0f;
totalTimer.Start();
const char *pzMapName = gpGlobals->mapname.ToCStr();
pKV->SetString( "MapID", pzMapName );
// Calculate the shot misses by searching for any entries that are in the shot fired list but not in the damage given list
for ( int i = 0 ; i < m_WeaponShotData.Count() ; ++i )
{
bool found = false;
for ( int k=0 ; k < m_WeaponHitData.Count() ; ++k )
{
// This shot was a hit so we can move on and search for the next miss
if ( m_WeaponShotData[i]->m_uiBulletID == m_WeaponHitData[k]->m_uiBulletID && m_WeaponShotData[i]->m_uiSubBulletID == m_WeaponHitData[k]->m_uiSubBulletID )
{
found = true;
break;
}
}
// This shot was a miss so add it to Missed container
if ( !found )
{
m_WeaponMissData.AddToTail( new SWeaponMissData( m_WeaponShotData[i] ) );
}
}
weaponHitTimer.Start();
uint32 iNumHits = m_WeaponHitData.Count();
for ( int j=0 ; j < m_WeaponHitData.Count() ; ++j )
{
m_WeaponHitData[ j ]->CompactBulletID();
SubmitStat( m_WeaponHitData[ j ] );
}
weaponHitTimer.End();
weaponMissTimer.Start();
uint32 iNumMisses = m_WeaponMissData.Count();
for ( int k=0 ; k < m_WeaponMissData.Count() ; ++k )
{
m_WeaponMissData[ k ]->CompactBulletID();
SubmitStat( m_WeaponMissData[ k ] );
}
weaponMissTimer.End();
marketPurchaseTimer.Start();
uint32 iNumPurchases = m_MarketPurchases.Count();
for ( int k=0 ; k < m_MarketPurchases.Count() ; ++k )
SubmitStat( m_MarketPurchases[ k ] );
marketPurchaseTimer.End();
submitTimer.Start();
// Perform the actual submission
SubmitGameStats( pKV );
submitTimer.End();
cleanupTimer.Start();
// Clear out the per round stats
ClearOGSRoundStats();
pKV->deleteThis();
cleanupTimer.End();
totalTimer.End();
if ( sv_debugroundstats.GetBool() )
{
Msg( "**** ROUND STAT DEBUG ****\n" );
Msg( "UploadRoundStats completed. %.3f msec. Breakdown:\n hit: %.3f msec\n miss: %.3f msec\n market: %.3f msec\n submit: %.3f msec\n cleanup: %.3f msec\n counts: %d %d %d \n commit: %.3fms\n write: %.3fms.\n\n",
totalTimer.GetDuration().GetMillisecondsF(),
weaponHitTimer.GetDuration().GetMillisecondsF(),
weaponMissTimer.GetDuration().GetMillisecondsF(),
marketPurchaseTimer.GetDuration().GetMillisecondsF(),
submitTimer.GetDuration().GetMillisecondsF(),
cleanupTimer.GetDuration().GetMillisecondsF(),
iNumHits, iNumMisses, iNumPurchases, g_rowCommitTime, g_rowWriteTime );
}
// Reset the bullet ID.
CCSPlayer::ResetBulletGroup();
#endif // !NO_STEAM
}
#if 0
CON_COMMAND ( teststats, "Test command" )
{
CFastTimer totalTimer;
double uploadTime = 0.0f;
g_rowCommitTime = 0.0f;
g_rowWriteTime = 0.0f;
for( int i = 0; i < 1000; i++ )
{
KeyValues *pKV = new KeyValues( "basedata" );
if ( !pKV )
return;
pKV->SetName( "foobartest" );
pKV->SetUint64( "test1", 1234 );
pKV->SetUint64( "test2", 1234 );
pKV->SetUint64( "test3", 1234 );
pKV->SetUint64( "test4", 1234 );
pKV->SetString( "test5", "TEST1234567890TEST1234567890TEST!");
totalTimer.Start();
GetSteamWorksGameStatsServer().AddStatsForUpload( pKV, args.ArgC() == 1 );
totalTimer.End();
uploadTime += totalTimer.GetDuration().GetMillisecondsF();
}
Msg( "teststats took %.3f msec commit: %.3fms write: %.3fms.\n", uploadTime, g_rowCommitTime, g_rowWriteTime );
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::SubmitGameStats( KeyValues *pKV )
{
#if !defined( NO_STEAM )
int listCount = s_StatLists->Count();
for( int i=0; i < listCount; ++i )
{
// Create a master key value that has stats everybody should share (map name, session ID, etc)
(*s_StatLists)[i]->SendData(pKV);
(*s_StatLists)[i]->Clear();
}
#endif // !NO_STEAM
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCSGameStats::StatContainerList_t* CCSGameStats::GetStatContainerList( void )
{
#if !defined( NO_STEAM )
return s_StatLists;
#else
return NULL;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCSGameStats::AnyOGSDataToSubmit( void )
{
#if !defined( NO_STEAM )
return m_WeaponShotData.Count() > 0 || m_MarketPurchases.Count() > 0;
#else
return false;
#endif
}
void CCSGameStats::CreateNewGameStatsSession( void )
{
GetSteamWorksGameStatsServer().EndSession();
GetSteamWorksGameStatsServer().StartSession();
}
void CCSGameStats::RecordWeaponHit( SWeaponHitData* pHitData )
{
m_WeaponHitData.AddToTail( pHitData );
}
float UTIL_GetEffectiveRange( CCSPlayer* pPlayer )
{
if ( !pPlayer )
return 0.0f;
CWeaponCSBase *weapon = dynamic_cast< CWeaponCSBase * >( pPlayer->GetActiveWeapon() );
if ( !weapon )
return 0.0f;
Vector vecDirShooting, vecRight, vecUp;
AngleVectors( pPlayer->GetFinalAimAngle(), &vecDirShooting, &vecRight, &vecUp );
float fInaccuracy = weapon->GetInaccuracy();
float fSpread = weapon->GetSpread();
float fFinalInaccuracy = fInaccuracy + fSpread;
Vector vecInaccFinal = vecDirShooting + fFinalInaccuracy * vecRight + fFinalInaccuracy * vecUp;
VectorNormalize( vecInaccFinal );
float flDotInaccFinal = DotProduct( vecDirShooting.Normalized(), vecInaccFinal.Normalized() );
float flAngleInaccFinal = flDotInaccFinal < 0.0f ? -acos( flDotInaccFinal ) : acos( flDotInaccFinal );
//Msg( "Inaccuracy : %.2f deg.\n", RAD2DEG( flAngleInaccFinal ) );
return ( 0.5 * 12 ) / tanf( 0.5 * flAngleInaccFinal ); // 12 inch dinner plate
}
SWeaponHitData::SWeaponHitData( CCSPlayer *pCSTarget, const CTakeDamageInfo &info, uint8 subBullet, uint8 round, uint8 iRecoilIndex )
{
Clear();
CWeaponCSBase* pCSWeapon = dynamic_cast< CWeaponCSBase * >(info.GetWeapon());
// If we don't have a valid pCSWeapon then the weapon is most likely a radius type weapon
uint8 shotInaccuracy = 0;
{
CBaseEntity* pInflictor = info.GetInflictor();
if ( CBaseCSGrenadeProjectile* pGrenade = dynamic_cast< CBaseCSGrenadeProjectile* >( pInflictor ) )
{
//Some form of grenade, not Molotov.
if ( CCSPlayer *pPlayer = ToCSPlayer( pGrenade->GetThrower() ) )
{
for ( int i = LOADOUT_POSITION_GRENADE0; i <= LOADOUT_POSITION_GRENADE5; ++i )
{
if ( !pGrenade->m_pWeaponInfo )
continue;
if ( !pPlayer->Inventory() )
continue;
CEconItemView *pGrenadeItemView = pPlayer->Inventory()->GetItemInLoadout( pPlayer->GetTeamNumber(), i ); //LOADOUT_POSITION_GRENADE0 );
if ( !pGrenadeItemView || !pGrenadeItemView->GetItemDefinition() )
continue;
//if ( V_strcmp( pGrenadeItemView->GetItemDefinition()->GetItemClass(), pGrenadeItemView->m_pWeaponInfo->szClassname ) == 0 )
if ( V_strcmp( pGrenadeItemView->GetItemDefinition()->GetItemClass(), pGrenade->m_pWeaponInfo->szClassName ) == 0 )
{
m_ui8WeaponID = (uint8)pGrenadeItemView->GetItemIndex();
}
}
}
}
else if ( CInferno* pInferno = dynamic_cast< CInferno* >( pInflictor ) )
{
//Molotov's FIRE damage, not the projectile itself.
CCSPlayer *pPlayer = ToCSPlayer( info.GetAttacker() );
if ( pPlayer && pPlayer->Inventory() )
{
for ( int i = LOADOUT_POSITION_GRENADE0; i <= LOADOUT_POSITION_GRENADE5; ++i )
{
CEconItemView *pInfernoItemView = pPlayer->Inventory()->GetItemInLoadout( pPlayer->GetTeamNumber(), i );
if ( !pInfernoItemView || !pInfernoItemView->GetItemDefinition() || !pInferno->GetSourceWeaponInfo() )
continue;
if ( V_strcmp( pInfernoItemView->GetItemDefinition()->GetItemClass(), pInferno->GetSourceWeaponInfo()->szClassName) == 0 )
{
m_ui8WeaponID = (uint8)pInfernoItemView->GetItemIndex();
}
}
}
}
else if ( CPlantedC4* pPlantedC4 = dynamic_cast< CPlantedC4* > ( pInflictor ) )
{
//C4 explosion damage
if ( CCSPlayer *pPlayer = pPlantedC4->GetPlanter() )
{
if ( CEconItemView *pPlantedC4ItemView = pPlayer->Inventory()->GetItemInLoadout( pPlayer->GetTeamNumber(), LOADOUT_POSITION_C4 ) )
{
m_ui8WeaponID = (uint8)pPlantedC4ItemView->GetItemIndex();
}
}
}
}
CCSPlayer *pCSAttacker = ToCSPlayer( info.GetAttacker() );
// If there isn't a valid attacker, then try using the weapon's owner entity
if ( !pCSAttacker && pCSWeapon )
{
pCSAttacker = ToCSPlayer( pCSWeapon->GetOwnerEntity() );
}
if ( pCSAttacker )
{
// If we haven't been able to classify the weapon yet, then assume it's the player's current active weapon.
if ( m_ui8WeaponID == WEAPON_NONE && pCSAttacker->GetActiveWeapon() )
{
CWeaponCSBase* pCSWeapon = dynamic_cast< CWeaponCSBase * >(pCSAttacker->GetActiveWeapon());
m_ui8WeaponID = /*pCSWeapon ? (uint8)pCSWeapon->GetEconItemView()->GetItemIndex() :*/ WEAPON_NONE;
}
m_vAttackerPos = pCSAttacker->GetAbsOrigin();
m_ui64AttackerID = GetPlayerID( pCSAttacker );
m_uAttackerMovement = (uint8)pCSAttacker->GetAbsVelocity().Length2D() << 8
| (FBitSet( pCSAttacker->GetFlags(), FL_ONGROUND ) ? 0 : 1) << 16 //Not on ground?
| (FBitSet( pCSAttacker->GetFlags(), FL_DUCKING ) ? 1 : 0) << 17
| shotInaccuracy;
}
if ( pCSTarget )
{
m_vTargetPos = pCSTarget->GetAbsOrigin();
m_uiDamage = info.GetDamage();
m_ui8Health = pCSTarget->GetHealth();
// Where on the target's body was hit?
// HITGROUP_GENERIC, HITGROUP_HEAD, HITGROUP_CHEST, HITGROUP_STOMACH, HITGROUP_LEFTARM, HITGROUP_RIGHTARM, HITGROUP_LEFTLEG, HITGROUP_RIGHTLEG, HITGROUP_GEAR
m_HitRegion = pCSTarget->m_LastHitGroup;
m_ui64TargertID = GetPlayerID( pCSTarget );
m_uAttackerMovement = m_uAttackerMovement | (uint8)pCSTarget->GetAbsVelocity().Length2D() << 24;
}
m_uiBulletID = info.GetBulletID();
m_uiSubBulletID = subBullet;
m_uiRecoilIndex = iRecoilIndex;
m_RoundID = round;
}
bool SWeaponHitData::InitAsGrenadeDetonation( CBaseCSGrenadeProjectile *pGrenade, uint32 unBulletGroup )
{
// Weaponinfo gets set in different places for different grenades...
// all grenades getting detonated should have a weaponinfo set by then, but it's hard to know that just reading
// the code. Putting a warning/safety guard here just in case.
if ( !pGrenade || !pGrenade->m_pWeaponInfo )
{
Warning( "Failing to submit row for a grenade detonation: Grenade has no weapon info!\n" );
return false;
}
m_ui8WeaponID = pGrenade->m_pWeaponInfo->m_weaponId;
CCSPlayer *pCSAttacker = ToCSPlayer( pGrenade->GetThrower() );
Assert( pGrenade->GetThrower() == pGrenade->GetOriginalThrower() ); // Appears these are always the same-- If this fires, investigate which should be recorded.
if ( pCSAttacker )
{
m_vAttackerPos = pCSAttacker->GetAbsOrigin();
m_ui64AttackerID = GetPlayerID( pCSAttacker );
}
// target is always null for grenade detonation rows, origin is the place we landed
m_ui64TargertID = 0;
m_vTargetPos = pGrenade->GetAbsOrigin();
m_uiBulletID = unBulletGroup;
// overriding to store info about what the grenaded did upon detonation
m_HitRegion = pGrenade->m_unOGSExtraFlags;
m_RoundID = CSGameRules()->m_iTotalRoundsPlayed;
// for flashes, using these fields to smuggle counts of players effected
if ( CFlashbangProjectile *pFlash = dynamic_cast<CFlashbangProjectile*>(pGrenade) )
{
m_uiDamage = pFlash->m_numOpponentsHit;
m_ui8Health = pFlash->m_numTeammatesHit;
}
else
{
m_uiDamage = 0;
m_ui8Health = 0;
}
// todo: possible places to smuggle info
m_uiSubBulletID = 0;
m_uiRecoilIndex = 0;
return true;
}
bool SWeaponHitData::InitAsBombEvent( CCSPlayer *pCSPlayer, CPlantedC4 *pPlantedC4, uint32 unBulletGroup, uint8 unBombsite, CSBombEventName nBombEventID )
{
// If for any reason we cannot get a pointer to the currently-planted C4 or current player, skip data collection
if ( !pCSPlayer || !pPlantedC4 )
{
Warning( "Failing to submit row for bomb plant: Player or C4 missing!\n" );
return false;
}
//If bomb has been planted and is not defused, set TargetID to Planter
//If bomb has been planted and has been defused, set TargetID to Defuser
//Store plant state in m_uiDamage
m_uiDamage = nBombEventID;
if ( CCSPlayer *pPlanter = pPlantedC4->GetPlanter() )
{
//Get data from planted C4: WeaponID
if ( CEconItemView *pPlantedC4ItemView = pPlanter->Inventory()->GetItemInLoadout( pPlanter->GetTeamNumber(), LOADOUT_POSITION_C4 ) )
{
m_ui8WeaponID = (uint8)pPlantedC4ItemView->GetItemIndex();
}
if ( nBombEventID == BOMB_EVENT_NAME_PLANTED )
{
m_ui64TargertID = GetPlayerID( pPlanter );
m_uiDamage = 1;
}
if ( nBombEventID == BOMB_EVENT_NAME_DEFUSED )
{
if ( CCSPlayer *pDefuser = pPlantedC4->GetDefuser() )
{
m_ui64TargertID = GetPlayerID( pDefuser );
}
}
}
m_vTargetPos = pPlantedC4->GetAbsOrigin(); //Record Bomb Location
// Attacker position, in this case, is just the location of the current alive player
if ( pCSPlayer )
{
m_vAttackerPos = pCSPlayer->GetAbsOrigin();
m_ui64AttackerID = GetPlayerID( pCSPlayer );
}
m_uiBulletID = unBulletGroup;
// overriding to store info about the bombsite involved.
// Shifting storage of unBombsite from m_HitRegion, because we have no guarantee that the value will fall within a tinyint field.
m_uAttackerMovement = unBombsite;
m_RoundID = CSGameRules()->m_iTotalRoundsPlayed;
// fields remaining to store info about the plant/defuse event
// m_HitRegion = 0;
// m_ui8Health = 0;
// m_uiSubBulletID = 0;
// m_uiRecoilIndex = 0;
return true;
}
#endif // !_GAMECONSOLE