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datamodelsclientstats EFClientHitStatistic
RaidMax edited this page May 21, 2023
·
1 revision
flowchart LR
classDef interfaceStyle stroke-dasharray: 5 5;
classDef abstractStyle stroke-width:4px
subgraph Data.Models.Client.Stats
Data.Models.Client.Stats.EFClientHitStatistic[[EFClientHitStatistic]]
end
subgraph Stats.Models
Stats.Models.AuditFields[[AuditFields]]
end
Stats.Models.AuditFields --> Data.Models.Client.Stats.EFClientHitStatistic
Type | Name | Methods |
---|---|---|
EFClient |
Client |
get, set |
int |
ClientHitStatisticId |
get, set |
int |
ClientId |
get, set |
int |
DamageInflicted how much damage the player inflicted |
get, set |
int |
DamageReceived how much damage the player received |
get, set |
int |
DeathCount how many kills the player received |
get, set |
int |
HitCount how many hits the player got |
get, set |
EFHitLocation |
HitLocation |
get, set |
Nullable <int > |
HitLocationId |
get, set |
int |
KillCount how many kills the player got |
get, set |
EFMeansOfDeath |
MeansOfDeath |
get, set |
Nullable <int > |
MeansOfDeathId |
get, set |
int |
ReceivedHitCount how many hits the player received |
get, set |
Nullable <int > |
Score total in-game score |
get, set |
EFServer |
Server |
get, set |
Nullable <long > |
ServerId |
get, set |
int |
SuicideCount how many times the player killed themself |
get, set |
Nullable <int > |
UsageSeconds estimation of time spent with the configuration |
get, set |
EFWeapon |
Weapon |
get, set |
EFWeaponAttachmentCombo |
WeaponAttachmentCombo |
get, set |
Nullable <int > |
WeaponAttachmentComboId |
get, set |
Nullable <int > |
WeaponId |
get, set |
public EFClientHitStatistic()
public int ClientHitStatisticId { get; set; }
public int ClientId { get; set; }
public virtual EFClient Client { get; set; }
public Nullable<long> ServerId { get; set; }
public virtual EFServer Server { get; set; }
public Nullable<int> HitLocationId { get; set; }
public virtual EFHitLocation HitLocation { get; set; }
public Nullable<int> MeansOfDeathId { get; set; }
public virtual EFMeansOfDeath MeansOfDeath { get; set; }
public Nullable<int> WeaponId { get; set; }
public virtual EFWeapon Weapon { get; set; }
public Nullable<int> WeaponAttachmentComboId { get; set; }
public virtual EFWeaponAttachmentCombo WeaponAttachmentCombo { get; set; }
public int HitCount { get; set; }
how many hits the player got
public int KillCount { get; set; }
how many kills the player got
public int DamageInflicted { get; set; }
how much damage the player inflicted
public int ReceivedHitCount { get; set; }
how many hits the player received
public int DeathCount { get; set; }
how many kills the player received
public int DamageReceived { get; set; }
how much damage the player received
public int SuicideCount { get; set; }
how many times the player killed themself
public Nullable<int> UsageSeconds { get; set; }
estimation of time spent with the configuration
public Nullable<int> Score { get; set; }
total in-game score
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