UT Pure Stats!

How to set UTPure Stats
-----------------------

add the following lines to [Engine.GameEngine] section of your server ini file:
ServerPackages=PureStat7E
ServerActors=PureStat7E.PureStat

Configuring UTPure Stats
------------------------

For admins, no configuration apart from installation is needed.
But CB11/CB12 and some mutators that change original weapons are incompatible!

For clients, they may configure the following, by opening the file called
PureStats.ini in their UT\System folder.

bNewMessages	// Display new messages [True or False, Default False]
bTransparent	// Make stats transparent [True or False, Default True]
HeaderColor	// The color of the Stats header [Default: (R=128,G=128,B=128,A=0)]
DataColor[0]	// The 1st color of the Stat Data [Default: (R=0,G=128,B=0,A=0)]
DataColor[1]	// The 2nd color of the Stat Data [Default: (R=128,G=0,B=0,A=0)]
FontColor	// The color of the Font [Default: (R=255,G=255,B=255,A=0)]

The following commands are available ingame from console:

ShowStats	// Displays your stats.
ShowStats 1	// Displays stats for current Month
ShowStats 2	// Displays stats for all time
NoRevert	// Disables or Enables the Reverting to Previous weapon if you press both buttons
		// [True or False, Default False]


What does UTPure Stats do?
--------------------------

UTPure Stats adds statistics to all weapons, pickups and other events.
These statistics are possible to view ingame by typing "ShowStats" into
console.

Pure Stats also adds new special Events to weapons:
 - Other/Special -> Fall Damage. This means you got damage from falling too far.
 - Impact Hammer -> Deflect. This means you made a projectile change course due to using secondary fire on Impact Hammer.
 - Enforcer -> Dual Shots. Shots fired while having a slave enforcer.
 - Bio Rifle -> Direct Hits. A Bio Projectile hit another player directly.
 - Shock Rifle, Beam -> Excellent. 4 Primary hits in a row
 - Shock Rifle, Ball -> Blocked. A shot/projectile was blocked by the ball.
 - Shock Rifle, Combo -> Standstill. A combo was created without movement.
 - Super Shock Rifle -> Dual Airgibs. Both players were in air at the time of hit.
 - Pulse Gun Shaft -> Overload. The shaft had continous contact with another player for 0.24 seconds. (Not "cut" damage)
 - Ripper Primary -> Headshot. The ripper blade hit someones head. (Does not have to result in a death!)
 - Ripper Secondary -> Direct Hit. The ripper blade hit someone directly. (Not splash damage)
 - Minigun -> Streak. 8 Hits in a row had contact with enemy.
 - Flak Chunks -> Perfect +8. All 8 Chunks hit an enemy.
 - Flak Slug -> Direct Hit. A Flak Slug hit directly.
 - Rockets -> Direct Hit. Take a guess.
 - Pipes -> Flying Hit. A Pipe hit enemy without touching a wall/ground first.
 - Sniper Rifle -> Headshot. You did headshot damage with Sniper Rifle. (Does not have to result in a kill)
 - Redeemer -> Driven. How many redeemers you have been driving around.

CTF has also received some enhancements, they are visible from Stats.

Weapons have enhancements and bugfixes:

- You may now remove the Reverting the Translocator does when you press both buttons simultaneously.
  Type "NoRevert 1" into console to disable, and "NoRevert 0" to keep it as it was. 0 is default.


- Minigun is Tickrate independant. (As far as it can be done). Primary fire shoots about 8 shots/second. 
  Secondary fires about 11.0 shots/second. Minigun also now keeps spinning if you hold BOTH fire buttons, 
  but it will not fire any shots. The annoying sound from minigun that appears sometimes should also be removed. 
  (The sound while minigun is put away)

- Pulsegun is Tickrate independant. (As far as it can be done).
  Initial contact damage (Cut damage) is reduced by 20%. Overload damage is like original.

- No changes in weaponbinds should be necessary. (As with TIW/CB12)