Adjust naming against upstream.
This commit is contained in:
parent
e7e8550c82
commit
7b3a98fdb1
13 changed files with 75 additions and 80 deletions
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@ -116,12 +116,12 @@ HUD_DrawNums(float fNumber, vector vecPos, float fAlpha, vector vColor)
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/* timer */
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void
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HUD_DrawTimer(int spectator)
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HUD_DrawTimer(int NSClientSpectator)
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{
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int iMinutes, iSeconds, iTens, iUnits;
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vector time_pos;
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if (spectator) {
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if (NSClientSpectator) {
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time_pos = g_hudmins + [(g_hudres[0] / 2) - 62, 16];
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} else {
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time_pos = g_hudmins + [(g_hudres[0] / 2) - 62, g_hudres[1] - 42];
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@ -759,7 +759,7 @@ HUD_DrawSpectator(void)
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/* tracking player box */
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drawrect(g_hudmins + [(g_hudres[0] / 2) - 111, g_hudres[1]-26], [222,20], 1.0f, SPEC_SEP_COL, 1.0f, DRAWFLAG_NORMAL);
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spectator spec = (spectator)pSeat->m_ePlayer;
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NSClientSpectator spec = (NSClientSpectator)pSeat->m_ePlayer;
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strText = strcat(HUD_GetChatColorHEX(getplayerkeyfloat(spec.spec_ent - 1, "*team")), getplayerkeyvalue(spec.spec_ent - 1, "name"));
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vecPos[0] = g_hudmins[0] + (g_hudres[0] / 2) - (stringwidth(strText, TRUE, [12,12]) / 2);
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vecPos[1] = g_hudres[1]-21;
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@ -1,3 +1,3 @@
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void Ammo_BuyPrimary(base_player pl, int free);
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void Ammo_BuySecondary(base_player pl, int free);
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void Ammo_AutoFill(base_player);
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void Ammo_BuyPrimary(NSClientPlayer pl, int free);
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void Ammo_BuySecondary(NSClientPlayer pl, int free);
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void Ammo_AutoFill(NSClientPlayer);
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@ -171,7 +171,7 @@ Ammo_BuyCaliber(player pl, int cal, int free)
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void
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Ammo_BuySecondary(base_player pp, int free)
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Ammo_BuySecondary(NSClientPlayer pp, int free)
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{
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int cal = 0;
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int ps = 0;
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@ -228,7 +228,7 @@ CSEv_AmmoBuySecondary(void)
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}
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void
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Ammo_BuyPrimary(base_player pp, int free)
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Ammo_BuyPrimary(NSClientPlayer pp, int free)
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{
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int ps = 0;
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int cal = 0;
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@ -314,7 +314,7 @@ CSEv_AmmoBuyPrimary(void)
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}
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void
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Ammo_AutoFill(base_player pp)
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Ammo_AutoFill(NSClientPlayer pp)
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{
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player pl = (player)pp;
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@ -15,7 +15,7 @@
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*/
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void
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Money_AddMoney(base_player pp, int iMoneyValue)
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Money_AddMoney(NSClientPlayer pp, int iMoneyValue)
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{
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player pl = (player)pp;
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dprint(sprintf("^2Money_AddMoney^7: giving %s $%i\n", pl.netname, iMoneyValue));
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@ -42,7 +42,7 @@ Money_QueTeamReward(int t, int iMoneyValue)
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}
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void
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Money_GiveTeamReward(base_player pl)
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Money_GiveTeamReward(NSClientPlayer pl)
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{
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if (pl.team == TEAM_T) {
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Money_AddMoney(pl, g_cs_moneyreward_t);
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@ -16,26 +16,26 @@
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class CSGameRules:CGameRules
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{
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virtual void(base_player) PlayerConnect;
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virtual void(base_player) PlayerDisconnect;
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virtual void(base_player) PlayerKill;
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virtual void(base_player) PlayerPostFrame;
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virtual void(base_player) PlayerDeath;
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virtual void(base_player) PlayerPain;
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virtual void(NSClientPlayer) PlayerConnect;
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virtual void(NSClientPlayer) PlayerDisconnect;
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virtual void(NSClientPlayer) PlayerKill;
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virtual void(NSClientPlayer) PlayerPostFrame;
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virtual void(NSClientPlayer) PlayerDeath;
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virtual void(NSClientPlayer) PlayerPain;
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/* level transitions */
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virtual void(base_player) LevelChangeParms;
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virtual void(base_player) LevelDecodeParms;
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virtual void(NSClientPlayer) LevelChangeParms;
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virtual void(NSClientPlayer) LevelDecodeParms;
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virtual void(void) LevelNewParms;
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virtual int(base_player) BuyingPossible;
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virtual int(NSClientPlayer) BuyingPossible;
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};
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class CSSingleplayerRules:CSGameRules
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{
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/* client */
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virtual void(base_player) PlayerSpawn;
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virtual void(base_player) PlayerDeath;
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virtual void(NSClientPlayer) PlayerSpawn;
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virtual void(NSClientPlayer) PlayerDeath;
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};
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class CSMultiplayerRules:CSGameRules
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@ -47,12 +47,12 @@ class CSMultiplayerRules:CSGameRules
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virtual void(void) InitPostEnts;
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virtual void(void) FrameStart;
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virtual void(base_player) PlayerDisconnect;
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virtual void(base_player) PlayerSpawn;
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virtual void(base_player) PlayerPreFrame;
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virtual void(base_player) PlayerDeath;
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virtual void(NSClientPlayer) PlayerDisconnect;
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virtual void(NSClientPlayer) PlayerSpawn;
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virtual void(NSClientPlayer) PlayerPreFrame;
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virtual void(NSClientPlayer) PlayerDeath;
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virtual int(int) MaxItemPerSlot;
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virtual float(base_player, string) ConsoleCommand;
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virtual float(NSClientPlayer, string) ConsoleCommand;
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/* CS specific */
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virtual void(void) CreateRescueZones;
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@ -61,21 +61,21 @@ class CSMultiplayerRules:CSGameRules
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virtual void(float, int) TimerBegin;
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virtual void(void) TimerUpdate;
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virtual int(base_player) BuyingPossible;
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virtual int(NSClientPlayer) BuyingPossible;
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virtual void(int, int, int) RoundOver;
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virtual void(int) RestartRound;
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virtual void(base_player) DeathCheck;
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virtual void(base_player) MakeBomber;
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virtual void(base_player) MakeVIP;
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virtual void(NSClientPlayer) DeathCheck;
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virtual void(NSClientPlayer) MakeBomber;
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virtual void(NSClientPlayer) MakeVIP;
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virtual void(void) CountPlayers;
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virtual void(void) SwitchTeams;
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virtual void(void) TimeOut;
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virtual float(void) IsTeamPlay;
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virtual void(base_player) PlayerClearWeaponry;
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virtual void(base_player, int) PlayerMakePlayable;
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virtual void(base_player) PlayerMakeSpectator;
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virtual void(base_player, int) PlayerRespawn;
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virtual void(NSClientPlayer) PlayerClearWeaponry;
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virtual void(NSClientPlayer, int) PlayerMakePlayable;
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virtual void(NSClientPlayer) PlayerMakeSpectator;
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virtual void(NSClientPlayer, int) PlayerRespawn;
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virtual entity(float) PlayerFindSpawn;
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};
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@ -17,17 +17,17 @@
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var int autocvar_sv_playerkeepalive = TRUE;
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void
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CSGameRules::PlayerDeath(base_player pl)
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CSGameRules::PlayerDeath(NSClientPlayer pl)
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{
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}
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void
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CSGameRules::PlayerPain(base_player pl)
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CSGameRules::PlayerPain(NSClientPlayer pl)
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{
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}
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int
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CSGameRules::BuyingPossible(base_player pl)
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CSGameRules::BuyingPossible(NSClientPlayer pl)
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{
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return (0);
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}
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@ -35,12 +35,12 @@ CSGameRules::BuyingPossible(base_player pl)
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/* we check what fields have changed over the course of the frame and network
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* only the ones that have actually changed */
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void
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CSGameRules::PlayerPostFrame(base_player pp)
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CSGameRules::PlayerPostFrame(NSClientPlayer pp)
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{
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}
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void
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CSGameRules::LevelDecodeParms(base_player pp)
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CSGameRules::LevelDecodeParms(NSClientPlayer pp)
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{
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player pl = (player)pp;
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g_landmarkpos[0] = parm1;
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@ -101,7 +101,7 @@ CSGameRules::LevelDecodeParms(base_player pp)
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}
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void
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CSGameRules::LevelChangeParms(base_player pp)
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CSGameRules::LevelChangeParms(NSClientPlayer pp)
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{
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player pl = (player)pp;
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parm1 = g_landmarkpos[0];
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@ -169,14 +169,14 @@ CSGameRules::LevelNewParms(void)
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}
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void
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CSGameRules::PlayerConnect(base_player pl)
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CSGameRules::PlayerConnect(NSClientPlayer pl)
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{
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if (Plugin_PlayerConnect(pl) == FALSE)
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bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
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}
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void
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CSGameRules::PlayerDisconnect(base_player pl)
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CSGameRules::PlayerDisconnect(NSClientPlayer pl)
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{
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bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
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@ -190,7 +190,7 @@ CSGameRules::PlayerDisconnect(base_player pl)
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}
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void
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CSGameRules::PlayerKill(base_player pl)
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CSGameRules::PlayerKill(NSClientPlayer pl)
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{
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Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
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}
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@ -25,14 +25,14 @@ CSMultiplayerRules::MaxItemPerSlot(int slot)
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}
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void
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CSMultiplayerRules::PlayerDisconnect(base_player pl)
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CSMultiplayerRules::PlayerDisconnect(NSClientPlayer pl)
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{
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if (health > 0)
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PlayerDeath(pl);
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}
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void
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CSMultiplayerRules::PlayerDeath(base_player pl)
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CSMultiplayerRules::PlayerDeath(NSClientPlayer pl)
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{
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player targ = (player)g_dmg_eTarget;
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player attk = (player)g_dmg_eAttacker;
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@ -69,10 +69,10 @@ CSMultiplayerRules::PlayerDeath(base_player pl)
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g_dmg_eAttacker.frags--;
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} else if (g_dmg_eTarget.team == g_dmg_eAttacker.team || vip) {
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g_dmg_eAttacker.frags--;
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Money_AddMoney((base_player)g_dmg_eAttacker, autocvar_fcs_penalty_teamkill);
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Money_AddMoney((NSClientPlayer)g_dmg_eAttacker, autocvar_fcs_penalty_teamkill);
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} else {
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g_dmg_eAttacker.frags++;
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Money_AddMoney((base_player)g_dmg_eAttacker, autocvar_fcs_reward_kill);
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Money_AddMoney((NSClientPlayer)g_dmg_eAttacker, autocvar_fcs_reward_kill);
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}
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}
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@ -90,12 +90,7 @@ CSMultiplayerRules::PlayerDeath(base_player pl)
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targ.gflags &= ~GF_FLASHLIGHT;
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/* gamerule stuff */
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static void GoSpec(void) {
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spawnfunc_spectator();
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}
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targ.think = GoSpec;
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targ.nextthink = time;
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targ.classname = "player";
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targ.MakeTempSpectator();
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forceinfokey(targ, "*dead", "1");
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forceinfokey(targ, "*team", ftos(targ.team));
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CountPlayers();
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@ -110,7 +105,7 @@ CSMultiplayerRules::PlayerDeath(base_player pl)
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}
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void
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CSMultiplayerRules::PlayerPreFrame(base_player pl)
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CSMultiplayerRules::PlayerPreFrame(NSClientPlayer pl)
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{
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player pp = (player)pl;
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@ -347,7 +342,7 @@ Checks if it is possible for players to buy anything
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=================
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*/
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int
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CSMultiplayerRules::BuyingPossible(base_player pl)
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CSMultiplayerRules::BuyingPossible(NSClientPlayer pl)
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{
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if (pl.health <= 0) {
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return (0);
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@ -389,14 +384,14 @@ CSMultiplayerRules::BuyingPossible(base_player pl)
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}
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void
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CSMultiplayerRules::MakeBomber(base_player pl)
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CSMultiplayerRules::MakeBomber(NSClientPlayer pl)
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{
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Weapons_AddItem(pl, WEAPON_C4BOMB, -1);
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centerprint(pl, "You have the bomb!\nFind the target zone or DROP\nthe bomb for another Terrorist.");
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}
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void
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CSMultiplayerRules::MakeVIP(base_player pl)
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CSMultiplayerRules::MakeVIP(NSClientPlayer pl)
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{
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pl.team = TEAM_VIP;
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PlayerRespawn(pl, pl.team);
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@ -647,7 +642,7 @@ CSMultiplayerRules::CountPlayers(void)
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}
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void
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CSMultiplayerRules::DeathCheck(base_player pl)
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CSMultiplayerRules::DeathCheck(NSClientPlayer pl)
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{
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/* hack so that we can kill rounds */
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if ((g_cs_alive_t == 0) && (g_cs_alive_ct == 0)) {
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@ -738,7 +733,7 @@ Called whenever a player survived a round and needs a basic respawn.
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=================
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*/
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void
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CSMultiplayerRules::PlayerRespawn(base_player pp, int fTeam)
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CSMultiplayerRules::PlayerRespawn(NSClientPlayer pp, int fTeam)
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{
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player pl = (player)pp;
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@ -803,7 +798,7 @@ CSMultiplayerRules::PlayerRespawn(base_player pp, int fTeam)
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}
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void
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CSMultiplayerRules::PlayerClearWeaponry(base_player pp)
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CSMultiplayerRules::PlayerClearWeaponry(NSClientPlayer pp)
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{
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player pl = (player)pp;
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@ -872,7 +867,7 @@ MakePlayable(entity targ)
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}
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void
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CSMultiplayerRules::PlayerMakePlayable(base_player pp, int chara)
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CSMultiplayerRules::PlayerMakePlayable(NSClientPlayer pp, int chara)
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{
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player pl = (player)pp;
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/* spectator */
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@ -914,7 +909,7 @@ Force the player to become an observer.
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=================
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*/
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void
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CSMultiplayerRules::PlayerMakeSpectator(base_player pp)
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CSMultiplayerRules::PlayerMakeSpectator(NSClientPlayer pp)
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{
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player pl = (player)pp;
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pl.MakeTempSpectator();
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@ -929,7 +924,7 @@ Called on the client first joining the server.
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=================
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*/
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void
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CSMultiplayerRules::PlayerSpawn(base_player pl)
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CSMultiplayerRules::PlayerSpawn(NSClientPlayer pl)
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{
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/* immediately put us into spectating mode */
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PlayerMakeSpectator(pl);
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@ -951,7 +946,7 @@ CSMultiplayerRules_BotJoin(void)
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}
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float
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CSMultiplayerRules::ConsoleCommand(base_player pp, string cmd)
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CSMultiplayerRules::ConsoleCommand(NSClientPlayer pp, string cmd)
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{
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tokenize(cmd);
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@ -15,7 +15,7 @@
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*/
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void
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CSSingleplayerRules::PlayerDeath(base_player pl)
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CSSingleplayerRules::PlayerDeath(NSClientPlayer pl)
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{
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pl.movetype = MOVETYPE_NONE;
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pl.solid = SOLID_NOT;
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@ -33,7 +33,7 @@ CSSingleplayerRules::PlayerDeath(base_player pl)
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}
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void
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CSSingleplayerRules::PlayerSpawn(base_player pl)
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CSSingleplayerRules::PlayerSpawn(NSClientPlayer pl)
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{
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pl.classname = "player";
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pl.health = pl.max_health = 100;
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@ -159,7 +159,7 @@ hostage_entity::Pain(void)
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if (g_dmg_eAttacker.classname != "player")
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return;
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Money_AddMoney((base_player)g_dmg_eAttacker, -(g_dmg_iDamage * 25));
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Money_AddMoney((NSClientPlayer)g_dmg_eAttacker, -(g_dmg_iDamage * 25));
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}
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void
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@ -182,9 +182,9 @@ hostage_entity::Death(void)
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if (g_dmg_eAttacker.classname == "player") {
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if (g_dmg_iDamage >= 100)
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Money_AddMoney((base_player)g_dmg_eAttacker, -2500);
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Money_AddMoney((NSClientPlayer)g_dmg_eAttacker, -2500);
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else
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Money_AddMoney((base_player)g_dmg_eAttacker, -500);
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Money_AddMoney((NSClientPlayer)g_dmg_eAttacker, -500);
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Radio_BroadcastMessage(RADIO_HOSDOWN);
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}
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@ -17,9 +17,9 @@
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int g_cs_moneyreward_ct;
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int g_cs_moneyreward_t;
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void Money_AddMoney(base_player, int);
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void Money_AddMoney(NSClientPlayer, int);
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void Money_QueTeamReward(int, int);
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void Money_GiveTeamReward(base_player);
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void Money_GiveTeamReward(NSClientPlayer);
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void Money_ResetTeamReward(void);
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void Money_HandleRoundReward(int)
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void Money_ResetRoundReward(void);
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@ -1,5 +1,5 @@
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#ifdef SERVER
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void C4Bomb_Plant(base_player);
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void C4Bomb_Plant(NSClientPlayer);
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#endif
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#ifdef CLIENT
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@ -187,7 +187,7 @@ item_c4::item_c4(void)
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}
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void
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C4Bomb_Plant(base_player planter)
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C4Bomb_Plant(NSClientPlayer planter)
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{
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item_c4 bomb = spawn(item_c4);
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bomb.owner = planter;
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@ -41,7 +41,7 @@ enumflags
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PLAYER_CSSHOTTIME
|
||||
};
|
||||
|
||||
class player:base_player
|
||||
class player:NSClientPlayer
|
||||
{
|
||||
int ingame;
|
||||
|
||||
|
@ -151,7 +151,7 @@ player::ReceiveEntity
|
|||
void
|
||||
player::ReceiveEntity(float new, float fl)
|
||||
{
|
||||
base_player::ReceiveEntity(new, fl);
|
||||
NSClientPlayer::ReceiveEntity(new, fl);
|
||||
|
||||
/* animation */
|
||||
if (fl & PLAYER_TOPFRAME) {
|
||||
|
@ -238,7 +238,7 @@ so we can roll them back later.
|
|||
void
|
||||
player::PredictPreFrame(void)
|
||||
{
|
||||
base_player::PredictPreFrame();
|
||||
NSClientPlayer::PredictPreFrame();
|
||||
|
||||
SAVE_STATE(usp45_mag);
|
||||
SAVE_STATE(glock18_mag);
|
||||
|
@ -302,7 +302,7 @@ Where we roll back our values to the ones last sent/verified by the server.
|
|||
void
|
||||
player::PredictPostFrame(void)
|
||||
{
|
||||
base_player::PredictPostFrame();
|
||||
NSClientPlayer::PredictPostFrame();
|
||||
|
||||
ROLL_BACK(usp45_mag);
|
||||
ROLL_BACK(glock18_mag);
|
||||
|
@ -360,7 +360,7 @@ player::PredictPostFrame(void)
|
|||
void
|
||||
player::EvaluateEntity(void)
|
||||
{
|
||||
base_player::EvaluateEntity();
|
||||
NSClientPlayer::EvaluateEntity();
|
||||
|
||||
/* animation */
|
||||
if (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net)
|
||||
|
@ -535,7 +535,7 @@ player::SendEntity(entity ePEnt, float fChanged)
|
|||
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
||||
WriteFloat(MSG_ENTITY, fChanged);
|
||||
|
||||
base_player::SendEntity(ePEnt, fChanged);
|
||||
NSClientPlayer::SendEntity(ePEnt, fChanged);
|
||||
|
||||
if (fChanged & PLAYER_TOPFRAME) {
|
||||
WriteByte(MSG_ENTITY, anim_top);
|
||||
|
|
Loading…
Reference in a new issue