Counter Strike : Global Offensive Source Code
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#include "cbase.h"
#include "cs_gamerules.h"
#include "cs_gamestats.h"
#include "funfactmgr_cs.h"
#include "funfact_cs.h"
#include "weapon_csbase.h"
#include "cs_achievement_constants.h"
const float kFirstBloodTimeClassic = 30.0f;
const float kFirstKillTimeClassic = 45.0f;
const float kFirstBloodTimeDemolition = 15.0f;
const float kFirstKillTimeDemolition = 25.0f;
const float kFastRoundTimeClassic = 40.0f;
const float kFastRoundTimeElimination = 30.0f; // used for demolition fast win fun facts
const int kMinShotsForAccuracy = 15; // number of shots required for accuracy to be considered valid
const float kAccuracyAdvantage = 0.25f; // delta required for player > team
const float kMinTeamAccuracy = 0.30f; // accuracy required for team fun facts
enum FunFactId
{
FF_CT_WIN_NO_KILLS,
FF_T_WIN_NO_KILLS,
FF_KILL_DEFUSER,
FF_KILL_RESCUER,
FF_T_WIN_NO_CASUALTIES,
FF_CT_WIN_NO_CASUALTIES,
FF_DAMAGE_WITH_GRENADES,
FF_KILLS_WITH_GRENADES,
FF_SINGLE_GRENADE_KILLS,
FF_DAMAGE_NO_KILLS,
FF_KILLED_ENEMIES,
FF_FIRST_KILL,
FF_FIRST_BLOOD,
FF_SHORT_ROUND,
FF_BEST_ACCURACY,
FF_KNIFE_KILLS,
FF_BLIND_KILLS,
FF_KILLS_WITH_LAST_ROUND,
FF_DONATED_WEAPONS,
FF_POSTHUMOUS_GRENADE_KILLS,
FF_KNIFE_IN_GUNFIGHT,
FF_NUM_TIMES_JUMPED,
FF_FALL_DAMAGE,
FF_ITEMS_PURCHASED,
FF_WON_AS_LAST_MEMBER,
FF_NUMBER_OF_OVERKILLS,
FF_SHOTS_FIRED,
FF_SHOTS_FIRED_GG,
FF_MONEY_SPENT,
FF_MULTIPLE_ATTACKS_LIVED,
FF_MULTIPLE_ATTACKS_DIED,
FF_DAMAGE_MULTIPLE_ENEMIES,
FF_GRENADES_THROWN,
FF_USED_ALL_AMMO,
FF_DEFENDED_BOMB,
FF_ITEMS_DROPPED_VALUE,
FF_KILL_WOUNDED_ENEMIES,
FF_USED_MULTIPLE_WEAPONS,
FF_T_ACCURACY,
FF_CT_ACCURACY,
FF_BEST_T_ACCURACY,
FF_BEST_CT_ACCURACY,
FF_KILLS_HEADSHOTS,
FF_KILLS_WITH_STATTRAK_WEAPON,
FF_BROKE_WINDOWS,
FF_NIGHTVISION_DAMAGE,
FF_DEFUSED_WITH_DROPPED_KIT,
FF_KILLED_HALF_OF_ENEMIES,
FF_KILLED_ALL_ENEMIES,
FF_KNIFE_LEVEL_REACHED,
FF_MAX_KILLED_BEFORE_DYING,
FF_MAX_RESPAWNS,
FF_DEFAULT_WEAPON,
FF_ROUNDS_WITHOUT_DYING,
FF_TASER_KILL,
FF_TICKING_TIME,
FF_CT_WIN_TIME,
FF_TER_WIN_TIME,
FF_BOTS_ASSUMED,
FF_DOMINATION,
FF_REVENGE,
FF_STEPS_TAKEN,
FF_QUARTER_HEALTH,
FF_EMPTY_GUNS,
FF_SLOW_TRIGGER,
FF_PICKUP_BOMB,
FF_BOMB_CARRIERS,
FF_KNIFE_BOMB_PLANTER,
FF_BOMB_PLANTED_BEFORE_KILL,
FF_FAILED_BOMB_PLANTS,
FF_KNIFE_WITHOUT_AMMO,
FF_MOLOTOV_BURNS,
FF_SURVIVAL_TIME,
FF_PULLED_TRIGGER,
FF_DEFUSE_WAS_CLOSE_CALL_TENTHS,
FF_DEFUSE_WAS_CLOSE_CALL_HUNDREDTHS,
FF_DEFUSE_WAS_CLOSE_CALL_THOUSANDTHS,
FF_FALLBACK,
};
CFunFactHelper *CFunFactHelper::s_pFirst = NULL;
//=============================================================================
// Per-player evaluation Fun Fact
// Evaluate the function per player and generate a fun fact for each valid or
// highest valid player
//=============================================================================
namespace GameFlags
{
enum Type
{
None = 0x0000,
Classic = 0x0001,
Demolition = 0x0002,
GunGame = 0x0004,
AllModes = 0x0007,
NotGunGame = AllModes & ~GunGame,
Elimination = 0x0100, // win by elimination
};
};
bool GameQualifies( e_RoundEndReason roundResult, int gameFlags )
{
if ( gameFlags & GameFlags::Elimination )
{
if ( roundResult != CTs_Win && roundResult != Terrorists_Win )
return false;
}
// check to see if we're enabled to run in our game mode
if ( (gameFlags & GameFlags::Classic) && CSGameRules()->IsPlayingClassic() )
return true;
if ( (gameFlags & GameFlags::Demolition) && CSGameRules()->IsPlayingGunGameTRBomb() )
return true;
if ( (gameFlags & GameFlags::GunGame) && CSGameRules()->IsPlayingGunGameProgressive() )
return true;
return false;
}
//=============================================================================
// Generic evaluation Fun Fact
// This fun fact will evaluate the specified function to determine when it is
// valid. This is basically just a glue class for simple evaluation functions.
//=============================================================================
// Function type that we use to evaluate our fun facts. The data is returned as ints then floats that are passed in as reference parameters
typedef bool (*fFunFactEval)( int &iPlayer, int &data1, int &data2, int &data3 );
class CFunFact_GenericEvalFunction : public FunFactEvaluator
{
public:
CFunFact_GenericEvalFunction(FunFactId id, const char* szLocalizationToken, float fCoolness, fFunFactEval pfnEval, int gameFlags ) :
FunFactEvaluator(id, szLocalizationToken, fCoolness),
m_pfnEval(pfnEval),
m_gameFlags(gameFlags)
{}
virtual bool Evaluate( e_RoundEndReason roundResult, FunFactVector& results ) const
{
if ( !GameQualifies(roundResult, m_gameFlags) )
return false;
FunFact funfact;
if (m_pfnEval(funfact.iPlayer, funfact.iData1, funfact.iData2, funfact.iData3))
{
funfact.id = GetId();
funfact.szLocalizationToken = GetLocalizationToken();
funfact.fMagnitude = 0.0f;
results.AddToTail(funfact);
return true;
}
else
return false;
}
private:
fFunFactEval m_pfnEval;
int m_gameFlags;
};
#define DECLARE_FUNFACT_EVALFUNC(funfactId, szLocalizationToken, fCoolness, pfnEval, gameFlags) \
static FunFactEvaluator *CreateFunFact_##funfactId( void ) \
{ \
return new CFunFact_GenericEvalFunction(funfactId, szLocalizationToken, fCoolness, pfnEval, gameFlags); \
}; \
static CFunFactHelper g_##funfactId##_Helper( CreateFunFact_##funfactId );
//=============================================================================
// Per-player evaluation Fun Fact
// Evaluate the function per player and generate a fun fact for each valid or
// highest valid player
//=============================================================================
namespace PlayerFlags
{
enum Type
{
All = 0x0000,
TeamCT = 0x0001,
TeamTerrorist = 0x0002,
HighestOnly = 0x0004, // when not set, generates fun facts for all valid testees
Alive = 0x0008,
Dead = 0x0010,
WinningTeam = 0x0020,
LosingTeam = 0x0040,
HasKilledThisRound = 0x0080,
AllowIfControlledBot = 0x0100, // allow if this player controlled a bot this round
};
};
bool PlayerQualifies( CBasePlayer* pPlayer, int playerFlags )
{
if ( (playerFlags & PlayerFlags::TeamCT) && pPlayer->GetTeamNumber() != TEAM_CT )
return false;
if ( (playerFlags & PlayerFlags::TeamTerrorist) && pPlayer->GetTeamNumber() != TEAM_TERRORIST )
return false;
if ( !pPlayer )
return false;
CCSPlayer* pCSPlayer = ToCSPlayer(pPlayer);
if( pCSPlayer && pCSPlayer->IsBot() && pCSPlayer->HasBeenControlledThisRound() )
return false; // bots are not allowed to be picked after being controlled
if ( !( playerFlags & PlayerFlags::AllowIfControlledBot ) && pCSPlayer && pCSPlayer->HasControlledBotThisRound() )
return false;
if( pPlayer->GetTeamNumber() == TEAM_SPECTATOR )
return false;
if ( (playerFlags & PlayerFlags::Dead) && const_cast<CBasePlayer*>(pPlayer)->IsAlive() ) // IsAlive() really isn't const correct
return false;
if ( (playerFlags & PlayerFlags::Alive) && !const_cast<CBasePlayer*>(pPlayer)->IsAlive() )
return false;
if ( (playerFlags & PlayerFlags::WinningTeam) && pPlayer->GetTeamNumber() != CSGameRules()->m_iRoundWinStatus )
return false;
if ( (playerFlags & PlayerFlags::LosingTeam) && pPlayer->GetTeamNumber() == CSGameRules()->m_iRoundWinStatus )
return false;
if ( ( playerFlags & PlayerFlags::HasKilledThisRound ) && CCS_GameStats.FindPlayerStats( pPlayer ).statsCurrentRound[CSSTAT_KILLS] == 0 )
return false;
return true;
}
typedef int (*PlayerEvalFunction)(CCSPlayer* pPlayer);
class CFunFact_PlayerEvalFunction : public FunFactEvaluator
{
public:
CFunFact_PlayerEvalFunction(FunFactId id, const char* szLocalizationToken, float fCoolness, PlayerEvalFunction pfnEval,
int iMin, int gameFlags, int playerFlags ) :
FunFactEvaluator(id, szLocalizationToken, fCoolness),
m_pfnEval(pfnEval),
m_min(iMin),
m_gameFlags(gameFlags),
m_playerFlags(playerFlags)
{}
virtual bool Evaluate( e_RoundEndReason roundResult, FunFactVector& results ) const
{
if ( !GameQualifies(roundResult, m_gameFlags) )
return false;
int iBestValue = 0;
int iBestPlayer = 0;
bool bResult = false;
bool bTied = false;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CCSPlayer* pPlayer = ToCSPlayer(UTIL_PlayerByIndex( i ) );
if ( pPlayer )
{
if (!PlayerQualifies(pPlayer, m_playerFlags))
continue;
int iValue = m_pfnEval(pPlayer);
if (m_playerFlags & PlayerFlags::HighestOnly)
{
if ( iValue > iBestValue )
{
iBestValue = iValue;
iBestPlayer = i;
bTied = false;
}
else if ( iValue == iBestValue )
{
bTied = true;
}
}
else
{
// generate fun facts for any player who meets the validation requirement
if ( iValue >= m_min )
{
FunFact funfact;
funfact.id = GetId();
funfact.szLocalizationToken = GetLocalizationToken();
funfact.iPlayer = i;
funfact.iData1 = iValue;
funfact.fMagnitude = 1.0f - ((float)m_min / iValue);
results.AddToTail(funfact);
bResult = true;
}
}
}
}
if ( (m_playerFlags & PlayerFlags::HighestOnly) && iBestValue >= m_min && !bTied )
{
FunFact funfact;
funfact.id = GetId();
funfact.szLocalizationToken = GetLocalizationToken();
funfact.iPlayer = iBestPlayer;
funfact.iData1 = iBestValue;
funfact.fMagnitude = 1.0f - ((float)m_min / iBestValue);
results.AddToTail(funfact);
bResult = true;
}
return bResult;
}
private:
PlayerEvalFunction m_pfnEval;
int m_min;
int m_gameFlags;
int m_playerFlags;
};
#define DECLARE_FUNFACT_PLAYERFUNC(funfactId, szLocalizationToken, fCoolness, pfnEval, iMin, gameFlags, playerFlags ) \
static FunFactEvaluator *CreateFunFact_##funfactId( void ) \
{ \
return new CFunFact_PlayerEvalFunction(funfactId, szLocalizationToken, fCoolness, pfnEval, iMin, gameFlags, playerFlags); \
}; \
static CFunFactHelper g_##funfactId##_Helper( CreateFunFact_##funfactId );
//=============================================================================
// Per-team evaluation Fun Fact
//=============================================================================
typedef bool (*TeamEvalFunction)(int iTeam, int &data1, int &data2, int &data3);
class CFunFact_TeamEvalFunction : public FunFactEvaluator
{
public:
CFunFact_TeamEvalFunction(FunFactId id, const char* szLocalizationToken, float fCoolness, TeamEvalFunction pfnEval, int iTeam, int gameFlags ) :
FunFactEvaluator(id, szLocalizationToken, fCoolness),
m_pfnEval(pfnEval),
m_team(iTeam),
m_gameFlags(gameFlags)
{}
virtual bool Evaluate( e_RoundEndReason roundResult, FunFactVector& results ) const
{
if ( !GameQualifies(roundResult, m_gameFlags) )
return false;
int iData1, iData2, iData3;
if ( m_pfnEval(m_team, iData1, iData2, iData3) )
{
FunFact funfact;
funfact.id = GetId();
funfact.szLocalizationToken = GetLocalizationToken();
funfact.fMagnitude = 0.0f;
results.AddToTail(funfact);
return true;
}
return false;
}
private:
TeamEvalFunction m_pfnEval;
int m_team;
int m_gameFlags;
};
#define DECLARE_FUNFACT_TEAMFUNC(funfactId, szLocalizationToken, fCoolness, pfnEval, iTeam, gameFlags) \
static FunFactEvaluator *CreateFunFact_##funfactId( void ) \
{ \
return new CFunFact_TeamEvalFunction(funfactId, szLocalizationToken, fCoolness, pfnEval, iTeam, gameFlags); \
}; \
static CFunFactHelper g_##funfactId##_Helper( CreateFunFact_##funfactId );
//=============================================================================
// High Stat-based Fun Fact
// This fun fact will find the player with the highest value for a particular
// stat, and validate when that stat exceeds a specified minimum
//=============================================================================
class CFunFact_StatBest : public FunFactEvaluator
{
public:
CFunFact_StatBest(FunFactId id, const char* szLocalizationToken, float fCoolness, CSStatType_t statId, int iMin, int gameFlags, int playerFlags ) :
FunFactEvaluator(id, szLocalizationToken, fCoolness),
m_statId(statId),
m_min(iMin),
m_gameFlags(gameFlags),
m_playerFlags(playerFlags)
{
V_strncpy(m_singularLocalizationToken, szLocalizationToken, sizeof(m_singularLocalizationToken));
if (m_min == 1)
{
V_strncat(m_singularLocalizationToken, "_singular", sizeof(m_singularLocalizationToken));
}
}
virtual bool Evaluate( e_RoundEndReason roundResult, FunFactVector& results ) const
{
if ( !GameQualifies(roundResult, m_gameFlags) )
return false;
int iBestValue = 0;
int iBestPlayer = 0;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
if ( !PlayerQualifies(pPlayer, m_playerFlags) )
continue;
int iValue = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[m_statId];
if ( iValue > iBestValue )
{
iBestValue = iValue;
iBestPlayer = i;
}
}
}
if ( iBestValue >= m_min )
{
FunFact funfact;
funfact.id = GetId();
funfact.szLocalizationToken = iBestValue == 1 ? m_singularLocalizationToken : GetLocalizationToken();
funfact.iPlayer = iBestPlayer;
funfact.iData1 = iBestValue;
funfact.fMagnitude = 1.0f - ((float)m_min / iBestValue);
results.AddToTail(funfact);
return true;
}
return false;
}
private:
CSStatType_t m_statId;
int m_min;
char m_singularLocalizationToken[128];
int m_gameFlags;
int m_playerFlags;
};
#define DECLARE_FUNFACT_STATBEST(funfactId, szLocalizationToken, fCoolness, statId, iMin, gameFlags, playerFlags) \
static FunFactEvaluator *CreateFunFact_##funfactId( void ) \
{ \
return new CFunFact_StatBest(funfactId, szLocalizationToken, fCoolness, statId, iMin, gameFlags, playerFlags); \
}; \
static CFunFactHelper g_##funfactId##_Helper( CreateFunFact_##funfactId );
//=============================================================================
// Sum-based Fun Fact
// This fun fact will add up a stat for all players, and is valid when the
// sum exceeds a threshold
//=============================================================================
class CFunFact_StatSum : public FunFactEvaluator
{
public:
CFunFact_StatSum(FunFactId id, const char* szLocalizationToken, float fCoolness, CSStatType_t statId, int iMin, int gameFlags, int playerFlags ) :
FunFactEvaluator(id, szLocalizationToken, fCoolness),
m_statId(statId),
m_min(iMin),
m_gameFlags(gameFlags),
m_playerFlags(playerFlags)
{}
virtual bool Evaluate( e_RoundEndReason roundResult, FunFactVector& results ) const
{
if ( !GameQualifies(roundResult, m_gameFlags) )
return false;
int iSum = 0;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
if (!PlayerQualifies(pPlayer, m_playerFlags))
continue;
iSum += CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[m_statId];
}
}
if ( iSum >= m_min )
{
FunFact funfact;
funfact.id = GetId();
funfact.szLocalizationToken = GetLocalizationToken();
funfact.iPlayer = 0;
funfact.iData1 = iSum;
funfact.fMagnitude = 1.0f - ((float)m_min / iSum);
results.AddToTail(funfact);
return true;
}
return false;
}
private:
CSStatType_t m_statId;
int m_min;
int m_gameFlags;
int m_playerFlags;
};
#define DECLARE_FUNFACT_STATSUM(funfactId, szLocalizationToken, fCoolness, statId, iMin, gameFlags, playerFlags) \
static FunFactEvaluator *CreateFunFact_##funfactId( void ) \
{ \
return new CFunFact_StatSum(funfactId, szLocalizationToken, fCoolness, statId, iMin, gameFlags, playerFlags); \
}; \
static CFunFactHelper g_##funfactId##_Helper( CreateFunFact_##funfactId );
//=============================================================================
// Helper function to calculate team accuracy
//=============================================================================
float GetTeamAccuracy( int teamNumber )
{
int teamShots = 0;
int teamHits = 0;
//Add up hits and shots
CBasePlayer *pPlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = UTIL_PlayerByIndex( i );
if (pPlayer)
{
if (pPlayer->GetTeamNumber() == teamNumber)
{
teamShots += CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_FIRED];
teamHits += CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_HIT];
}
}
}
if (teamShots > kMinShotsForAccuracy)
return (float)teamHits / teamShots;
return 0.0f;
}
//=============================================================================
// fun fact explicit evaluation functions
//=============================================================================
bool FFEVAL_ALWAYS_TRUE( int &iPlayer, int &data1, int &data2, int &data3 )
{
return true;
}
bool FFEVAL_CT_WIN_NO_KILLS( int &iPlayer, int &data1, int &data2, int &data3 )
{
return ( CSGameRules()->m_iRoundWinStatus == WINNER_CT && CSGameRules()->m_bNoTerroristsKilled );
}
bool FFEVAL_T_WIN_NO_KILLS( int &iPlayer, int &data1, int &data2, int &data3 )
{
return ( CSGameRules()->m_iRoundWinStatus == WINNER_TER && CSGameRules()->m_bNoCTsKilled );
}
bool FFEVAL_T_WIN_NO_CASUALTIES( int &iPlayer, int &data1, int &data2, int &data3 )
{
return ( CSGameRules()->m_iRoundWinStatus == WINNER_TER && CSGameRules()->m_bNoTerroristsKilled );
}
bool FFEVAL_CT_WIN_NO_CASUALTIES( int &iPlayer, int &data1, int &data2, int &data3 )
{
return ( CSGameRules()->m_iRoundWinStatus == WINNER_CT && CSGameRules()->m_bNoCTsKilled );
}
int FFEVAL_KILLED_DEFUSER( CCSPlayer* pPlayer )
{
return pPlayer->GetKilledDefuser() ? 1 : 0;
}
int FFEVAL_KILLED_RESCUER( CCSPlayer* pPlayer )
{
return pPlayer->GetKilledRescuer() ? 1 : 0;
}
int FFEVAL_KILLS_SINGLE_GRENADE( CCSPlayer* pPlayer )
{
return pPlayer->GetMaxGrenadeKills();
}
int FFEVAL_DAMAGE_NO_KILLS( CCSPlayer* pPlayer )
{
if (CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_KILLS] == 0)
return CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_DAMAGE];
else
return 0;
}
bool FFEVAL_FIRST_KILL( int &iPlayer, int &data1, int &data2, int &data3 )
{
const int timeRequired = CSGameRules()->IsPlayingClassic() ? kFirstKillTimeClassic : kFirstKillTimeDemolition;
if ( CSGameRules()->m_pFirstKill != NULL && CSGameRules()->m_firstKillTime <= timeRequired )
{
iPlayer = CSGameRules()->m_pFirstKill->entindex();
data1 = CSGameRules()->m_firstKillTime;
return true;
}
return false;
}
bool FFEVAL_FIRST_BLOOD( int &iPlayer, int &data1, int &data2, int &data3 )
{
const int timeRequired = CSGameRules()->IsPlayingClassic() ? kFirstBloodTimeClassic : kFirstBloodTimeDemolition;
if ( CSGameRules()->m_pFirstBlood != NULL && CSGameRules()->m_firstBloodTime < timeRequired )
{
iPlayer = CSGameRules()->m_pFirstBlood->entindex();
data1 = CSGameRules()->m_firstKillTime;
return true;
}
return false;
}
bool FFEVAL_CT_WIN_TIME( int &iPlayer, int &data1, int &data2, int &data3 )
{
if ( CSGameRules()->GetRoundElapsedTime() < kFastRoundTimeElimination && CSGameRules()->m_iRoundWinStatus == WINNER_CT )
{
data1 = CSGameRules()->GetRoundElapsedTime();
return true;
}
return false;
}
bool FFEVAL_TER_WIN_TIME( int &iPlayer, int &data1, int &data2, int &data3 )
{
if ( CSGameRules()->GetRoundElapsedTime() < kFastRoundTimeElimination && CSGameRules()->m_iRoundWinStatus == WINNER_TER )
{
data1 = CSGameRules()->GetRoundElapsedTime();
return true;
}
return false;
}
bool FFEVAL_SHORT_ROUND( int &iPlayer, int &data1, int &data2, int &data3 )
{
if ( CSGameRules()->GetRoundElapsedTime() < kFastRoundTimeClassic )
{
data1 = CSGameRules()->GetRoundElapsedTime();
return true;
}
return false;
}
int FFEVAL_ACCURACY( CCSPlayer* pPlayer )
{
float shots = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_FIRED];
float hits = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_HIT];
if (shots >= kMinShotsForAccuracy)
return RoundFloatToInt(100.0f * hits / shots);
return 0;
}
int FFEVAL_EMPTY_GUNS( CCSPlayer* pPlayer )
{
return pPlayer->GetNumFirearmsRanOutOfAmmo();
}
int FFEVAL_QUARTER_HEALTH( CCSPlayer* pPlayer )
{
return pPlayer->GetMediumHealthKills();
}
int FFEVAL_STEPS_TAKEN( CCSPlayer* pPlayer )
{
return pPlayer->GetNumFootsteps();
}
int FFEVAL_MOST_CONCURRENT_DOMINATIONS( CCSPlayer* pPlayer )
{
return pPlayer->GetNumConcurrentDominations();
}
int FFEVAL_MOST_BOTS_ASSUMED( CCSPlayer* pPlayer )
{
return pPlayer->GetNumBotsControlled();
}
int FFEVAL_HIGHEST_PROXIMITY_SCORE( CCSPlayer* pPlayer )
{
return pPlayer->GetRoundProximityScore();
}
int FFEVAL_ROUNDS_WITHOUT_DYING( CCSPlayer* pPlayer )
{
return pPlayer->GetCurNumRoundsSurvived();
}
int FFEVAL_DEFAULT_WEAPON( CCSPlayer* pPlayer )
{
if ( CSGameRules()->IsPistolRound() )
return 0;
return pPlayer->GetPickedUpWeaponThisRound() ? 0 : 1;
}
int FFEVAL_KILLED_PERCENT_OF_ENEMIES( CCSPlayer* pPlayer )
{
return pPlayer->GetPercentageOfEnemyTeamKilled();
}
int FFEVAL_MAX_NUM_RESPAWNS( CCSPlayer* pPlayer )
{
return pPlayer->m_iNumSpawns;
}
int FFEVAL_KILL_STREAK_BEFORE_DYING( CCSPlayer* pPlayer )
{
return pPlayer->m_maxNumEnemiesKillStreak;
}
void GetTeamRoundScore( int teamNumber, int* num_players,int* contribution_sum )
{
CBasePlayer *basePlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
basePlayer = UTIL_PlayerByIndex( i );
CCSPlayer* pPlayer = ToCSPlayer( basePlayer );
if( pPlayer && pPlayer->GetTeamNumber() == teamNumber )
{
(*num_players)++;
(*contribution_sum) += pPlayer->GetRoundContributionScore();
}
}
}
bool FFEVAL_FAILED_BOMB_PLANTS( int &iPlayer, int &data1, int &data2, int &data3 )
{
data1 = 0;
CBasePlayer *basePlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
basePlayer = UTIL_PlayerByIndex( i );
CCSPlayer* pPlayer = ToCSPlayer( basePlayer );
if ( pPlayer &&
!(pPlayer->GetBombPlacedTime() >= 0.0f) &&
pPlayer->HasAttemptedBombPlace() )
{
iPlayer = i;
data1++;
}
}
if ( data1 >= 2 )
{
return true;
}
return false;
}
bool FFEVAL_BOMB_PLANTED_BEFORE_KILL( int &iPlayer, int &data1, int &data2, int &data3 )
{
float fBombPlantedTime = -1.0f;
float fFirstKillTime = -1.0f;
CBasePlayer *basePlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
basePlayer = UTIL_PlayerByIndex( i );
CCSPlayer* pPlayer = ToCSPlayer( basePlayer );
if ( pPlayer &&
pPlayer->GetBombPlacedTime() >= 0.0f &&
( pPlayer->GetBombPlacedTime() <= fBombPlantedTime || fBombPlantedTime < 0.0f ) )
{
iPlayer = i;
fBombPlantedTime = pPlayer->GetBombPlacedTime();
data1 = (int) fBombPlantedTime;
}
if (pPlayer &&
pPlayer->GetKilledTime() > 0.0f &&
(fFirstKillTime < 0.0f || pPlayer->GetKilledTime() < fFirstKillTime ) )
{
fFirstKillTime = pPlayer->GetKilledTime();
data2 = (int) fFirstKillTime;
}
}
if( fBombPlantedTime > 0.0f &&
(fFirstKillTime <= 0.0f || fFirstKillTime > fBombPlantedTime ) )
{
return true;
}
return false;
}
bool FFEVAL_PICKUP_BOMB( int &iPlayer, int &data1, int &data2, int &data3 )
{
// count number of picker-upers as data1
data1 = 0;
CBasePlayer *basePlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
basePlayer = UTIL_PlayerByIndex( i );
CCSPlayer* pPlayer = ToCSPlayer( basePlayer );
if( pPlayer && pPlayer->GetBombPickuptime() >= 0.0f )
data1++;
}
if( data1 > 2 ) // enough guys picked up the bomb to be interesting
{
// find someone who placed a bomb
CBasePlayer *basePlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
basePlayer = UTIL_PlayerByIndex( i );
CCSPlayer* pPlayer = ToCSPlayer( basePlayer );
if( pPlayer && pPlayer->GetBombPlacedTime() >= 0.0f )
{
data1--;
iPlayer = i;
return true;
}
}
}
return false;
}
bool FFEVAL_TICKING_TIME( int &iPlayer, int &data1, int &data2, int &data3 )
{
int winningTeam = CSGameRules()->m_iRoundWinStatus;
if ( winningTeam != TEAM_TERRORIST )
return false;
data1 = 0;
CBasePlayer *basePlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
basePlayer = UTIL_PlayerByIndex( i );
CCSPlayer* pPlayer = ToCSPlayer( basePlayer );
if( pPlayer && pPlayer->AttemptedToDefuseBomb() )
data1++;
}
if( data1 > 1 )
return true; // we need at least two of these guys to be interesting
return false;
}
bool FFEVAL_KNIFE_LEVEL_REACHED( int &iPlayer, int &data1, int &data2, int &data3 )
{
CBasePlayer *basePlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
basePlayer = UTIL_PlayerByIndex( i );
CCSPlayer* pPlayer = ToCSPlayer( basePlayer );
CWeaponCSBase* attackerWeapon = pPlayer ? pPlayer->GetActiveCSWeapon() : 0;
CSWeaponID attackerWeaponID = attackerWeapon ? attackerWeapon->GetCSWeaponID() : WEAPON_NONE;
if( attackerWeaponID == WEAPON_KNIFE )
data1++;
}
if( data1 > 3 )
return true; // we need at least three of these guys to be interesting
return false;
}
bool FFEVAL_WON_AS_LAST_MEMBER( int &iPlayer, int &data1, int &data2, int &data3 )
{
CCSPlayer *pCSPlayer = NULL;
int winningTeam = CSGameRules()->m_iRoundWinStatus;
if (winningTeam != TEAM_TERRORIST && winningTeam != TEAM_CT)
{
return false;
}
int losingTeam = (winningTeam == TEAM_TERRORIST) ? TEAM_CT : TEAM_TERRORIST;
CCSGameRules::TeamPlayerCounts playerCounts[TEAM_MAXCOUNT];
CSGameRules()->GetPlayerCounts(playerCounts);
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pCSPlayer = ToCSPlayer(UTIL_PlayerByIndex( i ) );
if( pCSPlayer && pCSPlayer->GetTeamNumber() == winningTeam && pCSPlayer->IsAlive())
{
//Check if the player is still the only living member of his team ( on the off chance that a player joins late)
//This check is a little hacky. We make sure that there are no enemies alive. Since the bomb causes the round to end before exploding,
//the only way for only 1 person to be alive at round win time is extermination or defuse (in both cases, the last living player caused the win)
if (playerCounts[winningTeam].totalAlivePlayers == 1 && playerCounts[losingTeam].totalAlivePlayers == 0)
{
const PlayerStats_t& playerStats = CCS_GameStats.FindPlayerStats( pCSPlayer );
iPlayer = i;
data1 = playerStats.statsCurrentRound[CSSTAT_KILLS_WHILE_LAST_PLAYER_ALIVE];
if (data1 >= 2)
{
return true;
}
}
}
}
return false;
}
int FFEVAL_PULLED_TRIGGER( CCSPlayer* pPlayer )
{
return pPlayer->GetNumTriggerPulls();
}
int FFEVAL_SURVIVAL_TIME( CCSPlayer* pPlayer )
{
return (int) pPlayer->GetLongestSurvivalTime();
}
int FFEVAL_MOLOTOV_BURNS( CCSPlayer* pPlayer )
{
// DDK: note that this gets all burn damage. Currently only molotov's have burn damage
return pPlayer->GetNumPlayersDamagedWithFire();
}
int FFEVAL_KNIFE_WITHOUT_AMMO( CCSPlayer* pPlayer )
{
return pPlayer->GetKnifeKillsWhenOutOfAmmo();
}
int FFEVAL_KNIFE_BOMB_PLANTER( CCSPlayer* pPlayer )
{
return pPlayer->GetKnifeLevelKilledBombPlacer();
}
int FFEVAL_BOMB_CARRIERS( CCSPlayer* pPlayer )
{
return pPlayer->GetNumBombCarrierKills();
}
int FFEVAL_KNIFE_IN_GUNFIGHT( CCSPlayer* pPlayer )
{
return pPlayer->WasWieldingKnifeAndKilledByGun() ? 1 : 0;
}
int FFEVAL_MULTIPLE_ATTACKER_COUNT( CCSPlayer* pPlayer )
{
return pPlayer->GetNumEnemyDamagers();
}
int FFEVAL_USED_ALL_AMMO( CCSPlayer* pPlayer )
{
CWeaponCSBase *pRifleWeapon = dynamic_cast< CWeaponCSBase * >(pPlayer->Weapon_GetSlot( WEAPON_SLOT_RIFLE ));
CWeaponCSBase *pHandgunWeapon = dynamic_cast< CWeaponCSBase * >(pPlayer->Weapon_GetSlot( WEAPON_SLOT_PISTOL ));
if ( pRifleWeapon && !pRifleWeapon->HasAmmo() && pHandgunWeapon && !pHandgunWeapon->HasAmmo() )
return 1;
else
return 0;
}
int FFEVAL_DAMAGE_MULTIPLE_ENEMIES( CCSPlayer* pPlayer )
{
return pPlayer->GetNumEnemiesDamaged();
}
int FFEVAL_USED_MULTIPLE_WEAPONS( CCSPlayer* pPlayer )
{
return pPlayer->GetNumFirearmsUsed();
}
int FFEVAL_DEFUSED_WITH_DROPPED_KIT( CCSPlayer* pPlayer )
{
return pPlayer->GetDefusedWithPickedUpKit() ? 1 : 0;
}
bool funfact_helper_defuse_close_call( int &iPlayer, int &data1, int &data2, int &data3, float flThreshold, float flFractionalMultiplier )
{
CBasePlayer *pPlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = UTIL_PlayerByIndex( i );
// Only CTs can defuse
if ( pPlayer && pPlayer->GetTeamNumber() == TEAM_CT )
{
CCSPlayer *pCSPlayer = (CCSPlayer*)pPlayer;
if ( pCSPlayer )
{
float flDefuseTimeRemaining = pCSPlayer->GetDefusedBombWithThisTimeRemaining();
if ( flDefuseTimeRemaining > 0 && flDefuseTimeRemaining <= flThreshold )
{
iPlayer = i;
data1 = RoundFloatToInt( flDefuseTimeRemaining * flFractionalMultiplier );
return true;
}
}
}
}
return false;
}
bool FFEVAL_DEFUSE_WAS_CLOSE_CALL_TENTHS( int &iPlayer, int &data1, int &data2, int &data3 )
{
return funfact_helper_defuse_close_call( iPlayer, data1, data2, data3, 0.5f, 10.0f );
}
bool FFEVAL_DEFUSE_WAS_CLOSE_CALL_HUNDREDTHS( int &iPlayer, int &data1, int &data2, int &data3 )
{
return funfact_helper_defuse_close_call( iPlayer, data1, data2, data3, 0.1f, 100.0f );
}
bool FFEVAL_DEFUSE_WAS_CLOSE_CALL_THOUSANDTHS( int &iPlayer, int &data1, int &data2, int &data3 )
{
return funfact_helper_defuse_close_call( iPlayer, data1, data2, data3, 0.01f, 1000.0f );
}
bool FFEVAL_T_ACCURACY( int &iPlayer, int &data1, int &data2, int &data3 )
{
float terroristAccuracy = GetTeamAccuracy(TEAM_TERRORIST);
float ctAccuracy = GetTeamAccuracy(TEAM_CT);
if (terroristAccuracy > kMinTeamAccuracy && terroristAccuracy > ctAccuracy)
{
data1 = RoundFloatToInt(terroristAccuracy * 100.0f);
return true;
}
return false;
}
bool FFEVAL_CT_ACCURACY( int &iPlayer, int &data1, int &data2, int &data3 )
{
float terroristAccuracy = GetTeamAccuracy(TEAM_TERRORIST);
float ctAccuracy = GetTeamAccuracy(TEAM_CT);
if (ctAccuracy > kMinTeamAccuracy && ctAccuracy > terroristAccuracy)
{
data1 = RoundFloatToInt(ctAccuracy * 100.0f);
return true;
}
return false;
}
bool FFEVAL_BEST_TERRORIST_ACCURACY( int &iPlayer, int &data1, int &data2, int &data3 )
{
float fAccuracy = 0.0f, fBestAccuracy = 0.0f;
CBasePlayer *pPlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = UTIL_PlayerByIndex( i );
// Look only at terrorist players
if ( pPlayer && pPlayer->GetTeamNumber() == TEAM_TERRORIST )
{
// Calculate accuracy the terrorist
float shots = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_FIRED];
float hits = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_HIT];
if (shots > kMinShotsForAccuracy)
{
fAccuracy = (float)hits / shots;
}
// Track the most accurate terrorist
if ( fAccuracy > fBestAccuracy )
{
fBestAccuracy = fAccuracy;
iPlayer = i;
}
}
}
if ( fBestAccuracy - GetTeamAccuracy( TEAM_TERRORIST ) >= kAccuracyAdvantage )
{
data1 = RoundFloatToInt(fBestAccuracy * 100.0f);
data2 = RoundFloatToInt(GetTeamAccuracy( TEAM_TERRORIST ) * 100.0f);
return true;
}
return false;
}
bool FFEVAL_BEST_COUNTERTERRORIST_ACCURACY( int &iPlayer, int &data1, int &data2, int &data3 )
{
float fAccuracy = 0.0f, fBestAccuracy = 0.0f;
CBasePlayer *pPlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = UTIL_PlayerByIndex( i );
// Look only at counter-terrorist players
if ( pPlayer && pPlayer->GetTeamNumber() == TEAM_CT )
{
// Calculate accuracy the counter-terrorist
float shots = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_FIRED];
float hits = CCS_GameStats.FindPlayerStats(pPlayer).statsCurrentRound[CSSTAT_SHOTS_HIT];
if (shots > kMinShotsForAccuracy)
{
fAccuracy = (float)hits / shots;
}
// Track the most accurate counter-terrorist
if ( fAccuracy > fBestAccuracy )
{
fBestAccuracy = fAccuracy;
iPlayer = i;
}
}
}
if ( fBestAccuracy - GetTeamAccuracy( TEAM_CT ) >= kAccuracyAdvantage )
{
data1 = RoundFloatToInt(fBestAccuracy * 100.0f);
data2 = RoundFloatToInt(GetTeamAccuracy( TEAM_CT ) * 100.0f);
return true;
}
return false;
}
//=============================================================================
// Fun Fact Declarations
//=============================================================================
DECLARE_FUNFACT_STATBEST( FF_KILL_WOUNDED_ENEMIES, "#funfact_kill_wounded_enemies", 0.2f, CSSTAT_KILLS_ENEMY_WOUNDED, 3, GameFlags::AllModes | GameFlags::Elimination, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_KILLS_HEADSHOTS, "#funfact_kills_headshots", 0.4f, CSSTAT_KILLS_HEADSHOT, 2, GameFlags::AllModes, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_KILLS_WITH_STATTRAK_WEAPON, "#funfact_kills_with_stattrak_weapon", 0.3f, CSSTAT_KILLS_WITH_STATTRAK_WEAPON, 3, GameFlags::AllModes, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_NUM_TIMES_JUMPED, "#funfact_num_times_jumped", 0.1f, CSSTAT_TOTAL_JUMPS, 20, GameFlags::AllModes, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_KILLED_ENEMIES, "#funfact_killed_enemies", 0.4f, CSSTAT_KILLS, 3, GameFlags::NotGunGame | GameFlags::Elimination, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_KNIFE_KILLS, "#funfact_knife_kills", 0.4f, CSSTAT_KILLS_KNIFE, 1, GameFlags::NotGunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_REVENGE, "#funfact_revenge", 0.3f, CSSTAT_REVENGES, 1, GameFlags::NotGunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_BLIND_KILLS, "#funfact_blind_kills", 0.9f, CSSTAT_KILLS_WHILE_BLINDED, 1, GameFlags::NotGunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_DAMAGE_WITH_GRENADES, "#funfact_damage_with_grenade", 0.5f, CSSTAT_GRENADE_DAMAGE, 150, GameFlags::NotGunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_KILLS_WITH_GRENADES, "#funfact_kills_grenades", 0.7f, CSSTAT_KILLS_HEGRENADE, 2, GameFlags::NotGunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_POSTHUMOUS_GRENADE_KILLS,"#funfact_posthumous_kills_with_grenade", 1.0f, CSSTAT_GRENADE_POSTHUMOUSKILLS, 1, GameFlags::NotGunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_GRENADES_THROWN, "#funfact_grenades_thrown", 0.3f, CSSTAT_GRENADES_THROWN, 3, GameFlags::NotGunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_DEFENDED_BOMB, "#funfact_defended_bomb", 0.5f, CSSTAT_KILLS_WHILE_DEFENDING_BOMB, 2, GameFlags::NotGunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_KILLS_WITH_LAST_ROUND, "#funfact_kills_with_last_round", 0.6f, CSSTAT_KILLS_WITH_LAST_ROUND, 1, GameFlags::Classic, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_DONATED_WEAPONS, "#funfact_donated_weapons", 0.3f, CSSTAT_WEAPONS_DONATED, 2, GameFlags::Classic, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_ITEMS_PURCHASED, "#funfact_items_purchased", 0.2f, CSSTAT_ITEMS_PURCHASED, 4, GameFlags::Classic, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_FALL_DAMAGE, "#funfact_fall_damage", 0.2f, CSSTAT_FALL_DAMAGE, 50, GameFlags::Classic, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_BROKE_WINDOWS, "#funfact_broke_windows", 0.1f, CSSTAT_NUM_BROKEN_WINDOWS, 5, GameFlags::Classic, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_TASER_KILL, "#funfact_taser_kill", 0.7f, CSSTAT_KILLS_TASER, 1, GameFlags::Classic, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_NUMBER_OF_OVERKILLS, "#funfact_number_of_overkills", 0.5f, CSSTAT_DOMINATION_OVERKILLS, 2, GameFlags::Classic, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_MONEY_SPENT, "#funfact_money_spent", 0.2f, CSSTAT_MONEY_SPENT, 5000, GameFlags::Classic, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATBEST( FF_ITEMS_DROPPED_VALUE, "#funfact_items_dropped_value", 0.4f, CSTAT_ITEMS_DROPPED_VALUE, 10000, GameFlags::Classic, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_STATSUM( FF_SHOTS_FIRED, "#funfact_shots_fired", 0.2f, CSSTAT_SHOTS_FIRED, 100, GameFlags::NotGunGame, PlayerFlags::All );
DECLARE_FUNFACT_STATSUM( FF_SHOTS_FIRED_GG, "#funfact_shots_fired", 0.1f, CSSTAT_SHOTS_FIRED, 250, GameFlags::GunGame, PlayerFlags::All );
DECLARE_FUNFACT_PLAYERFUNC( FF_BEST_ACCURACY, "#funfact_best_accuracy", 0.2f, FFEVAL_ACCURACY, 50, GameFlags::AllModes, PlayerFlags::HighestOnly | PlayerFlags::Alive );
DECLARE_FUNFACT_PLAYERFUNC( FF_BOTS_ASSUMED, "#funfact_bots_assumed", 0.2f, FFEVAL_MOST_BOTS_ASSUMED, 2, GameFlags::AllModes, PlayerFlags::HighestOnly | PlayerFlags::AllowIfControlledBot );
DECLARE_FUNFACT_PLAYERFUNC( FF_DOMINATION, "#funfact_domination", 0.3f, FFEVAL_MOST_CONCURRENT_DOMINATIONS, 1, GameFlags::AllModes, PlayerFlags::HighestOnly | PlayerFlags::HasKilledThisRound );
DECLARE_FUNFACT_PLAYERFUNC( FF_USED_ALL_AMMO, "#funfact_used_all_ammo", 0.5f, FFEVAL_USED_ALL_AMMO, 1, GameFlags::NotGunGame, PlayerFlags::All );
DECLARE_FUNFACT_PLAYERFUNC( FF_DAMAGE_NO_KILLS, "#funfact_damage_no_kills", 0.2f, FFEVAL_DAMAGE_NO_KILLS, 250, GameFlags::NotGunGame, PlayerFlags::All );
DECLARE_FUNFACT_PLAYERFUNC( FF_SINGLE_GRENADE_KILLS, "#funfact_kills_with_single_grenade", 0.8f, FFEVAL_KILLS_SINGLE_GRENADE, 2, GameFlags::NotGunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_EMPTY_GUNS, "#funfact_empty_guns", 0.3f, FFEVAL_EMPTY_GUNS, 2, GameFlags::NotGunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_MULTIPLE_ATTACKS_LIVED, "#funfact_survived_multiple_attackers", 0.4f, FFEVAL_MULTIPLE_ATTACKER_COUNT, 3, GameFlags::NotGunGame, PlayerFlags::HighestOnly | PlayerFlags::Alive );
DECLARE_FUNFACT_PLAYERFUNC( FF_MULTIPLE_ATTACKS_DIED, "#funfact_died_from_multiple_attackers", 0.3f, FFEVAL_MULTIPLE_ATTACKER_COUNT, 3, GameFlags::NotGunGame, PlayerFlags::HighestOnly | PlayerFlags::Dead );
DECLARE_FUNFACT_PLAYERFUNC( FF_DAMAGE_MULTIPLE_ENEMIES, "#funfact_damage_multiple_enemies", 0.2f, FFEVAL_DAMAGE_MULTIPLE_ENEMIES, 3, GameFlags::NotGunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_BOMB_CARRIERS, "#funfact_bomb_carriers", 0.3f, FFEVAL_BOMB_CARRIERS, 2, GameFlags::NotGunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_KNIFE_BOMB_PLANTER, "#funfact_knife_bomb_planter", 0.8f, FFEVAL_KNIFE_BOMB_PLANTER, 1, GameFlags::NotGunGame, PlayerFlags::HighestOnly | PlayerFlags::Alive );
DECLARE_FUNFACT_PLAYERFUNC( FF_KNIFE_WITHOUT_AMMO, "#funfact_knife_without_ammo", 0.3f, FFEVAL_KNIFE_WITHOUT_AMMO, 2, GameFlags::NotGunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_KILL_DEFUSER, "#funfact_kill_defuser", 0.5f, FFEVAL_KILLED_DEFUSER, 1, GameFlags::NotGunGame, PlayerFlags::TeamTerrorist | PlayerFlags::WinningTeam );
DECLARE_FUNFACT_PLAYERFUNC( FF_KILL_RESCUER, "#funfact_kill_rescuer", 0.5f, FFEVAL_KILLED_RESCUER, 1, GameFlags::Classic, PlayerFlags::TeamTerrorist );
DECLARE_FUNFACT_PLAYERFUNC( FF_DEFAULT_WEAPON, "#funfact_default_weapon", 0.1f, FFEVAL_DEFAULT_WEAPON, 1, GameFlags::Classic, PlayerFlags::WinningTeam | PlayerFlags::HasKilledThisRound | PlayerFlags::Alive );
DECLARE_FUNFACT_PLAYERFUNC( FF_ROUNDS_WITHOUT_DYING, "#funfact_rounds_without_dying", 0.6f, FFEVAL_ROUNDS_WITHOUT_DYING, 3, GameFlags::Classic, PlayerFlags::HighestOnly | PlayerFlags::WinningTeam | PlayerFlags::Alive );
DECLARE_FUNFACT_PLAYERFUNC( FF_KNIFE_IN_GUNFIGHT, "#funfact_knife_in_gunfight", 0.4f, FFEVAL_KNIFE_IN_GUNFIGHT , 1, GameFlags::Classic, PlayerFlags::All );
DECLARE_FUNFACT_PLAYERFUNC( FF_USED_MULTIPLE_WEAPONS, "#funfact_used_multiple_weapons", 0.5f, FFEVAL_USED_MULTIPLE_WEAPONS, 4, GameFlags::Classic, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_DEFUSED_WITH_DROPPED_KIT,"#funfact_defused_with_dropped_kit", 0.5f, FFEVAL_DEFUSED_WITH_DROPPED_KIT, 1, GameFlags::Classic, PlayerFlags::TeamCT );
DECLARE_FUNFACT_PLAYERFUNC( FF_KILLED_HALF_OF_ENEMIES, "#funfact_killed_half_of_enemies", 0.4f, FFEVAL_KILLED_PERCENT_OF_ENEMIES, 50, GameFlags::NotGunGame, PlayerFlags::WinningTeam | PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_KILLED_ALL_ENEMIES, "#funfact_ace", 0.9f, FFEVAL_KILLED_PERCENT_OF_ENEMIES, 100, GameFlags::Classic, PlayerFlags::WinningTeam | PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_MOLOTOV_BURNS, "#funfact_molotov_burns", 0.3f, FFEVAL_MOLOTOV_BURNS, 2, GameFlags::Classic, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_MAX_KILLED_BEFORE_DYING, "#funfact_killed_before_dying", 0.3f, FFEVAL_KILL_STREAK_BEFORE_DYING, 3, GameFlags::GunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_MAX_RESPAWNS, "#funfact_respawned", 0.3f, FFEVAL_MAX_NUM_RESPAWNS, 3, GameFlags::GunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_SURVIVAL_TIME, "#funfact_survival_time", 0.2f, FFEVAL_SURVIVAL_TIME, 20, GameFlags::GunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_PULLED_TRIGGER, "#funfact_pulled_trigger", 0.1f, FFEVAL_PULLED_TRIGGER, 20, GameFlags::GunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_STEPS_TAKEN, "#funfact_steps_taken", 0.1f, FFEVAL_STEPS_TAKEN, 100, GameFlags::GunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_PLAYERFUNC( FF_QUARTER_HEALTH, "#funfact_quarter_health", 0.3f, FFEVAL_QUARTER_HEALTH, 2, GameFlags::GunGame, PlayerFlags::HighestOnly );
DECLARE_FUNFACT_EVALFUNC( FF_DEFUSE_WAS_CLOSE_CALL_TENTHS, "#funfact_defuse_was_close_call_tenths", 0.8f, FFEVAL_DEFUSE_WAS_CLOSE_CALL_TENTHS, GameFlags::Classic );
DECLARE_FUNFACT_EVALFUNC( FF_DEFUSE_WAS_CLOSE_CALL_HUNDREDTHS, "#funfact_defuse_was_close_call_hundredths", 0.9f, FFEVAL_DEFUSE_WAS_CLOSE_CALL_HUNDREDTHS, GameFlags::Classic );
DECLARE_FUNFACT_EVALFUNC( FF_DEFUSE_WAS_CLOSE_CALL_THOUSANDTHS, "#funfact_defuse_was_close_call_thousandths", 1.0f, FFEVAL_DEFUSE_WAS_CLOSE_CALL_THOUSANDTHS, GameFlags::Classic );
DECLARE_FUNFACT_EVALFUNC( FF_CT_WIN_NO_KILLS, "#funfact_ct_win_no_kills", 0.4f, FFEVAL_CT_WIN_NO_KILLS, GameFlags::NotGunGame );
DECLARE_FUNFACT_EVALFUNC( FF_T_WIN_NO_KILLS, "#funfact_t_win_no_kills", 0.4f, FFEVAL_T_WIN_NO_KILLS, GameFlags::NotGunGame );
DECLARE_FUNFACT_EVALFUNC( FF_T_WIN_NO_CASUALTIES, "#funfact_t_win_no_casualties", 0.2f, FFEVAL_T_WIN_NO_CASUALTIES, GameFlags::NotGunGame );
DECLARE_FUNFACT_EVALFUNC( FF_CT_WIN_NO_CASUALTIES, "#funfact_ct_win_no_casualties", 0.2f, FFEVAL_CT_WIN_NO_CASUALTIES, GameFlags::NotGunGame );
DECLARE_FUNFACT_EVALFUNC( FF_FIRST_KILL, "#funfact_first_kill", 0.2f, FFEVAL_FIRST_KILL, GameFlags::NotGunGame );
DECLARE_FUNFACT_EVALFUNC( FF_FIRST_BLOOD, "#funfact_first_blood", 0.2f, FFEVAL_FIRST_BLOOD, GameFlags::NotGunGame );
DECLARE_FUNFACT_EVALFUNC( FF_WON_AS_LAST_MEMBER, "#funfact_won_as_last_member", 0.6f, FFEVAL_WON_AS_LAST_MEMBER, GameFlags::NotGunGame );
DECLARE_FUNFACT_EVALFUNC( FF_SHORT_ROUND, "#funfact_short_round", 0.2f, FFEVAL_SHORT_ROUND, GameFlags::Classic );
DECLARE_FUNFACT_EVALFUNC( FF_T_ACCURACY, "#funfact_terrorist_accuracy", 0.1f, FFEVAL_T_ACCURACY, GameFlags::AllModes );
DECLARE_FUNFACT_EVALFUNC( FF_CT_ACCURACY, "#funfact_ct_accuracy", 0.1f, FFEVAL_CT_ACCURACY, GameFlags::AllModes );
DECLARE_FUNFACT_EVALFUNC( FF_BEST_T_ACCURACY, "#funfact_best_terrorist_accuracy", 0.1f, FFEVAL_BEST_TERRORIST_ACCURACY, GameFlags::AllModes );
DECLARE_FUNFACT_EVALFUNC( FF_BEST_CT_ACCURACY, "#funfact_best_counterterrorist_accuracy", 0.1f, FFEVAL_BEST_COUNTERTERRORIST_ACCURACY, GameFlags::AllModes );
DECLARE_FUNFACT_EVALFUNC( FF_KNIFE_LEVEL_REACHED, "#funfact_knife_level_reached", 0.3f, FFEVAL_KNIFE_LEVEL_REACHED, GameFlags::GunGame );
DECLARE_FUNFACT_EVALFUNC( FF_TICKING_TIME, "#funfact_ticking_time", 0.3f, FFEVAL_TICKING_TIME, GameFlags::Demolition );
DECLARE_FUNFACT_EVALFUNC( FF_CT_WIN_TIME, "#funfact_ct_win_time", 0.2f, FFEVAL_CT_WIN_TIME , GameFlags::NotGunGame | GameFlags::Elimination );
DECLARE_FUNFACT_EVALFUNC( FF_TER_WIN_TIME, "#funfact_ter_win_time", 0.2f, FFEVAL_TER_WIN_TIME, GameFlags::NotGunGame | GameFlags::Elimination );
DECLARE_FUNFACT_EVALFUNC( FF_PICKUP_BOMB, "#funfact_pickup_bomb", 0.3f, FFEVAL_PICKUP_BOMB, GameFlags::Demolition );
DECLARE_FUNFACT_EVALFUNC( FF_BOMB_PLANTED_BEFORE_KILL,"#funfact_bomb_planted_before_kill", 0.3f, FFEVAL_BOMB_PLANTED_BEFORE_KILL, GameFlags::Demolition );
DECLARE_FUNFACT_EVALFUNC( FF_FAILED_BOMB_PLANTS, "#funfact_failed_bomb_plants", 0.3f, FFEVAL_FAILED_BOMB_PLANTS, GameFlags::Demolition );
DECLARE_FUNFACT_EVALFUNC( FF_FALLBACK, "", 0.0f, FFEVAL_ALWAYS_TRUE, GameFlags::AllModes );