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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef DOD_STATMGR_H
+#define DOD_STATMGR_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "GameEventListener.h"
+#include <igamesystem.h>
+
+// Structure that holds all information related to how a player related to a
+//
+typedef struct
+{
+ // shots taken
+ int m_iNumShotsTaken;
+
+ // shots hit
+ int m_iNumShotsHit;
+
+ // total damage given
+ int m_iTotalDamageGiven;
+
+ // average distance of hit shots
+ float m_flAverageHitDistance;
+
+ // total kills
+ int m_iNumKills;
+
+ // times we hit each hitgroup
+ int m_iBodygroupsHit[7];
+
+ // times hit by this weapon
+ int m_iNumHitsTaken;
+
+ // total damage given to us
+ int m_iTotalDamageTaken;
+
+ // times killed by this weapon
+ int m_iTimesKilled;
+
+ // times we were hit in each hitgroup
+ int m_iHitInBodygroups[8];
+} weaponstat_t;
+
+// Can be used to represent a victim and how many times we killed him,
+// or as an attacker, how many times we were killed by this person
+typedef struct
+{
+ char m_szPlayerName[MAX_PLAYER_NAME_LENGTH]; // when we add this player, store the player name
+ int m_iUserID; // player that did the killing
+ int m_iKills; // number of kills
+ int m_iTotalDamage; // amount of damage
+} playerstat_t;
+
+class CDODStatManager : public CGameEventListener, public CAutoGameSystem
+{
+private:
+ typedef CBaseGameSystem BaseClass;
+
+public:
+ CDODStatManager();
+
+public: // IGameEventListener Interface
+ virtual void FireGameEvent( IGameEvent * event );
+
+public: // CBaseGameSystem overrides
+ virtual bool Init();
+ //virtual void Shutdown() {}
+};
+
+
+#endif // DOD_STATMGR_H