optimize kill registering

This commit is contained in:
Robin Appelman 2023-03-04 21:56:14 +01:00
commit 9bd6d16043

View file

@ -77,13 +77,13 @@ impl EventHandler for ClassStatsHandler {
self.active = false; self.active = false;
} }
GameEvent::Kill(kill) if self.active => { GameEvent::Kill(kill) if self.active => {
if let Some(target_class) = self.get_class(&kill.target) {
subject_data.kills[target_class] += 1;
}
if let Ok(target) = kill.target.id() { if let Ok(target) = kill.target.id() {
if let Some(subject_class) = self.data.get(&subject).map(|data| data.class) { let subject_class = self.data.get(&subject).map(|data| data.class);
self.data_mut(target).deaths[subject_class] += 1; let target_data = self.data_mut(target);
if let Some(subject_class) = subject_class {
target_data.deaths[subject_class] += 1;
} }
subject_data.kills[target_data.class] += 1;
} }
} }
GameEvent::KillAssist(assist) if self.active => { GameEvent::KillAssist(assist) if self.active => {