IW4M-Admin/Plugins/Stats/Cheat/Thresholds.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace IW4MAdmin.Plugins.Stats.Cheat
{
class Thresholds
{
public static double HeadshotRatioThresholdLowSample(double deviations) => HeadshotRatioStandardDeviationLowSample * deviations + HeadshotRatioMean;
public static double HeadshotRatioThresholdHighSample(double deviations) => HeadshotRatioStandardDeviationHighSample * deviations + HeadshotRatioMean;
public const double HeadshotRatioStandardDeviationLowSample = 0.1769994181;
public const double HeadshotRatioStandardDeviationHighSample = 0.03924263235;
public const double HeadshotRatioMean = 0.222;
public static double BoneRatioThresholdLowSample(double deviations) => BoneRatioStandardDeviationLowSample * deviations + BoneRatioMean;
public static double BoneRatioThresholdHighSample(double deviations) => BoneRatioStandardDeviationHighSample * deviations + BoneRatioMean;
public const double BoneRatioStandardDeviationLowSample = 0.1324612879;
public const double BoneRatioStandardDeviationHighSample = 0.0515753935;
public const double BoneRatioMean = 0.4593110238;
public static double ChestAbdomenRatioThresholdLowSample(double deviations) => ChestAbdomenStandardDeviationLowSample * deviations + ChestAbdomenRatioMean;
public static double ChestAbdomenRatioThresholdHighSample(double deviations) => ChestAbdomenStandardDeviationHighSample * deviations + ChestAbdomenRatioMean;
public const double ChestAbdomenStandardDeviationLowSample = 0.2859234644;
public const double ChestAbdomenStandardDeviationHighSample = 0.2195212861;
public const double ChestAbdomenRatioMean = 0.4435;
public const int LowSampleMinKills = 15;
public const int MediumSampleMinKills = 30;
public const int HighSampleMinKills = 100;
public const double KillTimeThreshold = 0.2;
public static double GetMarginOfError(int numKills) => 1.6455 / Math.Sqrt(numKills);
public static double Lerp(double v1, double v2, double amount)
{
return v1 + (v2 - v1) * amount;
}
}
}