
Here's another preview teaser for what's coming up:

(alt link)
(Shouldn't be hard to guess what I am working on now, right? And ignore the uncleared Nones in the array.)
My current problem is that it doesn't recognize every kill properly. I use GameRules::NetDamage() to catch whatever the last DamageType was that hurt a Pawn and then wait for GameRules::ScoreKill() to actually note down that score because the latter doesn't get any info about the DamageType that caused the death.
However, I probably might as well check if InjuredPawn.Health - NetDamage's Damage would cause a death of the Pawn and work around the entire LastDamageType and ScoreKill() stuff.
My Concern with that was that it wouldn't be able to catch if any GameRules after my current one would do something about the Damage as well and prevent the Pawn's dead. (Though I don't know if there are actually any Mutators or GameRules in general that would attempt such a thing)
If I go the very dirty way, I could try to just sneak my GameRules manually at the end of the linked list in a later constructor like SetInitialState()…
EDIT:
And while I am already posting this:
Any idea what the average and the top-tier number of kills and node destructions/builds in the majority of ONS matches by a single player is?
I.e. would you say that a good ONS player manages to kill 100 players (don't get confused by the actual scoreboard, as it counts vehicle damaging and building nodes as score too) or destroy 30 nodes during the course of a match that is fought until overtime?
I am taking this ChainsIsile match for reference in this case, since it's one of the spammier maps. It would indicate that 100 kills for a single player is quite hard, but then again is that a map without massive tank slaughter (but short walkways on the other hand). Bridge of Fate would probably deliver quite different results, also in terms of nodes.