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pointerstat explanation (and case study) (draft)

STATS are variables sent to CSQC by the server to each client, and normally contain information about themselves (their own localplayer). ie as a player, they usually contain information about you, your health, ammo, armour, etc, so they can be displayed in your HUD. But what if it’s a multiplayer game, and you want your CSQC to get information about *other* players, so you can (eg) display *their* health, or some other .variable (of theirs) your client wouldn’t normally have access to? For this example we’ll stick w one int, which will store 32 boolean values about other players.

//ssqc globals
const int STAT_FOO_0 = 50;
.int foo; // this int will store 32 bools regarding each player, which will be sent to CSQC. (Your code might already have an equivalent .variable you can use)

Next, we set aside 32 integer slots for STATs.

// near the top of worldspawn
for (int i = 0; i<32; i++)
     pointerstat(STAT_FOO_0+i, EV_INTEGER,edict_num(i + 1).foo);

When the map starts, before anything else happens (top of worldspawn) pointerstat creates 32 stats (STAT 50 – STAT 82) which are pointers to the .foo(integers) used by the entities (1 – 32) (which are players).
Player 1’s .foo =  STAT 50
Player 2’s .foo = STAT 51
Player 32’s .foo = STAT 82

These STATS are sent to each client, and contain information about other players.

Here’s the CSQC part:

//CSQC global
const int STAT_FOO_0 = 50;
.float foo; // reminder, .foo is a local CSQC variable, no relation to its ssqc namesake (until we give it the values, as explained below)
//self is a player, here via deltalisten
// self.entnum is this entity's actual number on the ssqc server = getstati(STAT_FOO_0 + self.entnum-1); //this fills the variable with the value of the STAT which is 'the ent number (1-32)'

Scenario 1: ssqc entity 70 (not a client) is using ‘the mdl which runs deltalisten’

70-1 is 69. CSQC will access STAT 69, what *should* have been player/entity .19’s foo. it will either get wrong/irrelevant data, or if there is no player 19, it will get 0 [TODO: we need a way to distinguish players from bots, or (easier) just use a different mdl]

Scenario 2: ssqc entity 200 (not a client) uses ‘the mdl which runs deltalisten’

200-1 is 199. CSQC will access STAT 199, and there IS NO STAT 199!! Hence:

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