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Add current, max and average velocity as stat (#912)
* Add current, max and average velocity as stat # Conflicts: # src/p_setup.cpp # src/p_tick.cpp # Conflicts: # src/p_setup.cpp # src/statistics.cpp
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4 changed files with 21 additions and 1 deletions
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@ -151,6 +151,9 @@ struct FLevelLocals : public FLevelData
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int total_monsters;
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int killed_monsters;
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double max_velocity;
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double avg_velocity;
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double gravity;
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double aircontrol;
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double airfriction;
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@ -3146,6 +3146,8 @@ void P_FreeLevelData ()
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level.total_monsters = level.total_items = level.total_secrets =
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level.killed_monsters = level.found_items = level.found_secrets = 0;
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level.max_velocity = level.avg_velocity = 0;
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if (level.sectors.Size() > 0)
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{
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delete[] level.sectors[0].e;
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@ -181,4 +181,8 @@ void P_Ticker (void)
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level.time++;
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level.maptime++;
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level.totaltime++;
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if (players[consoleplayer].mo != NULL) {
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if (players[consoleplayer].mo->Vel.Length() > level.max_velocity) { level.max_velocity = players[consoleplayer].mo->Vel.Length(); }
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level.avg_velocity += (players[consoleplayer].mo->Vel.Length() - level.avg_velocity) / level.maptime;
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}
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}
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@ -41,6 +41,7 @@
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#include "g_level.h"
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#include "gstrings.h"
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#include "doomstat.h"
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#include "d_player.h"
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#include "configfile.h"
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#include "c_dispatch.h"
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#include "c_console.h"
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@ -614,3 +615,13 @@ ADD_STAT(statistics)
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StoreLevelStats(); // Refresh the current level's results.
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return GetStatString();
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}
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ADD_STAT(velocity)
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{
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FString compose;
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if (players[consoleplayer].mo != NULL && gamestate == GS_LEVEL) {
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compose.AppendFormat("Current velocity: %.2f\n", players[consoleplayer].mo->Vel.Length());
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compose.AppendFormat("Level %s - Velocity Max: %.2f, Velocity Average: %.2f\n", level.MapName.GetChars(), level.max_velocity, level.avg_velocity);
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}
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return compose;
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}
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