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class AnalyticsManagerServer |
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{ |
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const string STAT_DISTANCE = "dist"; |
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const string STAT_PLAYTIME = "playtime"; |
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const string STAT_PLAYERS_KILLED = "players_killed"; |
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const string STAT_INFECTED_KILLED = "infected_killed"; |
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const string STAT_LONGEST_SURVIVOR_HIT = "longest_survivor_hit"; |
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void OnPlayerConnect(Man player) |
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{ |
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player.StatRegister(STAT_DISTANCE); |
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player.StatRegister(STAT_PLAYTIME); |
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player.StatRegister(STAT_PLAYERS_KILLED); |
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player.StatRegister(STAT_INFECTED_KILLED); |
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player.StatRegister(STAT_LONGEST_SURVIVOR_HIT); |
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} |
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void OnPlayerDisconnect(Man player) |
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{ |
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player.StatUpdateByPosition(STAT_DISTANCE); |
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player.StatUpdateByTime(STAT_PLAYTIME); |
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} |
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void OnEntityHit(EntityAI source, Man target) |
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{ |
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if (source) |
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{ |
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Man survivor = source.GetHierarchyRootPlayer(); |
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if (survivor && source.IsWeapon()) |
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OnPlayerToPlayerHit(survivor, target); |
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} |
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} |
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protected void OnPlayerToPlayerHit(Man shooter, Man target) |
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{ |
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float longestHitDistance = shooter.StatGet(STAT_LONGEST_SURVIVOR_HIT); |
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float currentDistance = vector.Distance(shooter.GetPosition(), target.GetPosition()); |
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float distanceUpdate; |
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if (longestHitDistance < currentDistance) |
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distanceUpdate = currentDistance - longestHitDistance; |
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shooter.StatUpdate(STAT_LONGEST_SURVIVOR_HIT, distanceUpdate); |
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} |
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void OnEntityKilled(Object killer, EntityAI target) |
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{ |
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EntityAI killerEntity = EntityAI.Cast(killer); |
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if (killerEntity) |
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{ |
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Man killerSurvivor = killerEntity.GetHierarchyRootPlayer(); |
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if (killerSurvivor) |
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{ |
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if (target.IsPlayer()) |
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OnPlayerKilled(killerSurvivor, target); |
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else if (target.IsZombie()) |
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OnInfectedKilled(killerSurvivor, target); |
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} |
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} |
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} |
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protected void OnPlayerKilled(Man killer, EntityAI target) |
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{ |
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killer.StatUpdate(STAT_PLAYERS_KILLED, 1); |
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} |
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protected void OnInfectedKilled(Man killer, EntityAI target) |
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{ |
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killer.StatUpdate(STAT_INFECTED_KILLED, 1); |
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} |
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} |
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