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// ==================================================================== // Class: TribesGameStats // Parent: Engine.GameStats // // the GameStats object is used to send individual stat events to the // stats server. Each game should spawn a GameStats object if it // wishes to have stat logging. // // ==================================================================== class TribesGameStats extends Engine.GameStats; // KillEvents occur when a player kills, is killed, suicides function KillEvent(string Killtype, PlayerReplicationInfo Killer, PlayerReplicationInfo Victim, class<DamageType> Damage) { local string out; if ( Victim.bBot || Victim.bOnlySpectator || ((Killer != None) && Killer.bBot) ) return; out = ""$Header()$Killtype$Chr(9); // KillerNumber and KillerDamagetype if (Killer!=None) { out = out$Controller(Killer.Owner).PlayerNum$Chr(9); // KillerWeapon no longer used, using damagetype out = out$GetItemName(string(Damage))$Chr(9); } else out = out$"-1"$Chr(9)$GetItemName(string(Damage))$Chr(9); // No PlayerNum -> -1, Environment "deaths" // VictimNumber and VictimWeapon out = out$Controller(Victim.Owner).PlayerNum$Chr(9)$GetItemName(string(PlayerCharacterController(Victim.Owner).GetLastWeapon())); // Type killers tracked as player event (redundant Typing, removed from kill line) if ( PlayerController(Victim.Owner)!= None && PlayerController(Victim.Owner).bIsTyping) { if ( PlayerController(Killer.Owner) != PlayerController(Victim.Owner) ) SpecialEvent(Killer, "type_kill"); // Killer killed typing victim } Logf(out); } defaultproperties { } |
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