Adjust naming against upstream.

This commit is contained in:
Marco Cawthorne 2022-05-11 12:51:39 -07:00
parent e7e8550c82
commit 7b3a98fdb1
Signed by: eukara
GPG key ID: C196CD8BA993248A
13 changed files with 75 additions and 80 deletions

View file

@ -116,12 +116,12 @@ HUD_DrawNums(float fNumber, vector vecPos, float fAlpha, vector vColor)
/* timer */
void
HUD_DrawTimer(int spectator)
HUD_DrawTimer(int NSClientSpectator)
{
int iMinutes, iSeconds, iTens, iUnits;
vector time_pos;
if (spectator) {
if (NSClientSpectator) {
time_pos = g_hudmins + [(g_hudres[0] / 2) - 62, 16];
} else {
time_pos = g_hudmins + [(g_hudres[0] / 2) - 62, g_hudres[1] - 42];
@ -759,7 +759,7 @@ HUD_DrawSpectator(void)
/* tracking player box */
drawrect(g_hudmins + [(g_hudres[0] / 2) - 111, g_hudres[1]-26], [222,20], 1.0f, SPEC_SEP_COL, 1.0f, DRAWFLAG_NORMAL);
spectator spec = (spectator)pSeat->m_ePlayer;
NSClientSpectator spec = (NSClientSpectator)pSeat->m_ePlayer;
strText = strcat(HUD_GetChatColorHEX(getplayerkeyfloat(spec.spec_ent - 1, "*team")), getplayerkeyvalue(spec.spec_ent - 1, "name"));
vecPos[0] = g_hudmins[0] + (g_hudres[0] / 2) - (stringwidth(strText, TRUE, [12,12]) / 2);
vecPos[1] = g_hudres[1]-21;

View file

@ -1,3 +1,3 @@
void Ammo_BuyPrimary(base_player pl, int free);
void Ammo_BuySecondary(base_player pl, int free);
void Ammo_AutoFill(base_player);
void Ammo_BuyPrimary(NSClientPlayer pl, int free);
void Ammo_BuySecondary(NSClientPlayer pl, int free);
void Ammo_AutoFill(NSClientPlayer);

View file

@ -171,7 +171,7 @@ Ammo_BuyCaliber(player pl, int cal, int free)
void
Ammo_BuySecondary(base_player pp, int free)
Ammo_BuySecondary(NSClientPlayer pp, int free)
{
int cal = 0;
int ps = 0;
@ -228,7 +228,7 @@ CSEv_AmmoBuySecondary(void)
}
void
Ammo_BuyPrimary(base_player pp, int free)
Ammo_BuyPrimary(NSClientPlayer pp, int free)
{
int ps = 0;
int cal = 0;
@ -314,7 +314,7 @@ CSEv_AmmoBuyPrimary(void)
}
void
Ammo_AutoFill(base_player pp)
Ammo_AutoFill(NSClientPlayer pp)
{
player pl = (player)pp;

View file

@ -15,7 +15,7 @@
*/
void
Money_AddMoney(base_player pp, int iMoneyValue)
Money_AddMoney(NSClientPlayer pp, int iMoneyValue)
{
player pl = (player)pp;
dprint(sprintf("^2Money_AddMoney^7: giving %s $%i\n", pl.netname, iMoneyValue));
@ -42,7 +42,7 @@ Money_QueTeamReward(int t, int iMoneyValue)
}
void
Money_GiveTeamReward(base_player pl)
Money_GiveTeamReward(NSClientPlayer pl)
{
if (pl.team == TEAM_T) {
Money_AddMoney(pl, g_cs_moneyreward_t);

View file

@ -16,26 +16,26 @@
class CSGameRules:CGameRules
{
virtual void(base_player) PlayerConnect;
virtual void(base_player) PlayerDisconnect;
virtual void(base_player) PlayerKill;
virtual void(base_player) PlayerPostFrame;
virtual void(base_player) PlayerDeath;
virtual void(base_player) PlayerPain;
virtual void(NSClientPlayer) PlayerConnect;
virtual void(NSClientPlayer) PlayerDisconnect;
virtual void(NSClientPlayer) PlayerKill;
virtual void(NSClientPlayer) PlayerPostFrame;
virtual void(NSClientPlayer) PlayerDeath;
virtual void(NSClientPlayer) PlayerPain;
/* level transitions */
virtual void(base_player) LevelChangeParms;
virtual void(base_player) LevelDecodeParms;
virtual void(NSClientPlayer) LevelChangeParms;
virtual void(NSClientPlayer) LevelDecodeParms;
virtual void(void) LevelNewParms;
virtual int(base_player) BuyingPossible;
virtual int(NSClientPlayer) BuyingPossible;
};
class CSSingleplayerRules:CSGameRules
{
/* client */
virtual void(base_player) PlayerSpawn;
virtual void(base_player) PlayerDeath;
virtual void(NSClientPlayer) PlayerSpawn;
virtual void(NSClientPlayer) PlayerDeath;
};
class CSMultiplayerRules:CSGameRules
@ -47,12 +47,12 @@ class CSMultiplayerRules:CSGameRules
virtual void(void) InitPostEnts;
virtual void(void) FrameStart;
virtual void(base_player) PlayerDisconnect;
virtual void(base_player) PlayerSpawn;
virtual void(base_player) PlayerPreFrame;
virtual void(base_player) PlayerDeath;
virtual void(NSClientPlayer) PlayerDisconnect;
virtual void(NSClientPlayer) PlayerSpawn;
virtual void(NSClientPlayer) PlayerPreFrame;
virtual void(NSClientPlayer) PlayerDeath;
virtual int(int) MaxItemPerSlot;
virtual float(base_player, string) ConsoleCommand;
virtual float(NSClientPlayer, string) ConsoleCommand;
/* CS specific */
virtual void(void) CreateRescueZones;
@ -61,21 +61,21 @@ class CSMultiplayerRules:CSGameRules
virtual void(float, int) TimerBegin;
virtual void(void) TimerUpdate;
virtual int(base_player) BuyingPossible;
virtual int(NSClientPlayer) BuyingPossible;
virtual void(int, int, int) RoundOver;
virtual void(int) RestartRound;
virtual void(base_player) DeathCheck;
virtual void(base_player) MakeBomber;
virtual void(base_player) MakeVIP;
virtual void(NSClientPlayer) DeathCheck;
virtual void(NSClientPlayer) MakeBomber;
virtual void(NSClientPlayer) MakeVIP;
virtual void(void) CountPlayers;
virtual void(void) SwitchTeams;
virtual void(void) TimeOut;
virtual float(void) IsTeamPlay;
virtual void(base_player) PlayerClearWeaponry;
virtual void(base_player, int) PlayerMakePlayable;
virtual void(base_player) PlayerMakeSpectator;
virtual void(base_player, int) PlayerRespawn;
virtual void(NSClientPlayer) PlayerClearWeaponry;
virtual void(NSClientPlayer, int) PlayerMakePlayable;
virtual void(NSClientPlayer) PlayerMakeSpectator;
virtual void(NSClientPlayer, int) PlayerRespawn;
virtual entity(float) PlayerFindSpawn;
};

View file

@ -17,17 +17,17 @@
var int autocvar_sv_playerkeepalive = TRUE;
void
CSGameRules::PlayerDeath(base_player pl)
CSGameRules::PlayerDeath(NSClientPlayer pl)
{
}
void
CSGameRules::PlayerPain(base_player pl)
CSGameRules::PlayerPain(NSClientPlayer pl)
{
}
int
CSGameRules::BuyingPossible(base_player pl)
CSGameRules::BuyingPossible(NSClientPlayer pl)
{
return (0);
}
@ -35,12 +35,12 @@ CSGameRules::BuyingPossible(base_player pl)
/* we check what fields have changed over the course of the frame and network
* only the ones that have actually changed */
void
CSGameRules::PlayerPostFrame(base_player pp)
CSGameRules::PlayerPostFrame(NSClientPlayer pp)
{
}
void
CSGameRules::LevelDecodeParms(base_player pp)
CSGameRules::LevelDecodeParms(NSClientPlayer pp)
{
player pl = (player)pp;
g_landmarkpos[0] = parm1;
@ -101,7 +101,7 @@ CSGameRules::LevelDecodeParms(base_player pp)
}
void
CSGameRules::LevelChangeParms(base_player pp)
CSGameRules::LevelChangeParms(NSClientPlayer pp)
{
player pl = (player)pp;
parm1 = g_landmarkpos[0];
@ -169,14 +169,14 @@ CSGameRules::LevelNewParms(void)
}
void
CSGameRules::PlayerConnect(base_player pl)
CSGameRules::PlayerConnect(NSClientPlayer pl)
{
if (Plugin_PlayerConnect(pl) == FALSE)
bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
}
void
CSGameRules::PlayerDisconnect(base_player pl)
CSGameRules::PlayerDisconnect(NSClientPlayer pl)
{
bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
@ -190,7 +190,7 @@ CSGameRules::PlayerDisconnect(base_player pl)
}
void
CSGameRules::PlayerKill(base_player pl)
CSGameRules::PlayerKill(NSClientPlayer pl)
{
Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
}

View file

@ -25,14 +25,14 @@ CSMultiplayerRules::MaxItemPerSlot(int slot)
}
void
CSMultiplayerRules::PlayerDisconnect(base_player pl)
CSMultiplayerRules::PlayerDisconnect(NSClientPlayer pl)
{
if (health > 0)
PlayerDeath(pl);
}
void
CSMultiplayerRules::PlayerDeath(base_player pl)
CSMultiplayerRules::PlayerDeath(NSClientPlayer pl)
{
player targ = (player)g_dmg_eTarget;
player attk = (player)g_dmg_eAttacker;
@ -69,10 +69,10 @@ CSMultiplayerRules::PlayerDeath(base_player pl)
g_dmg_eAttacker.frags--;
} else if (g_dmg_eTarget.team == g_dmg_eAttacker.team || vip) {
g_dmg_eAttacker.frags--;
Money_AddMoney((base_player)g_dmg_eAttacker, autocvar_fcs_penalty_teamkill);
Money_AddMoney((NSClientPlayer)g_dmg_eAttacker, autocvar_fcs_penalty_teamkill);
} else {
g_dmg_eAttacker.frags++;
Money_AddMoney((base_player)g_dmg_eAttacker, autocvar_fcs_reward_kill);
Money_AddMoney((NSClientPlayer)g_dmg_eAttacker, autocvar_fcs_reward_kill);
}
}
@ -90,12 +90,7 @@ CSMultiplayerRules::PlayerDeath(base_player pl)
targ.gflags &= ~GF_FLASHLIGHT;
/* gamerule stuff */
static void GoSpec(void) {
spawnfunc_spectator();
}
targ.think = GoSpec;
targ.nextthink = time;
targ.classname = "player";
targ.MakeTempSpectator();
forceinfokey(targ, "*dead", "1");
forceinfokey(targ, "*team", ftos(targ.team));
CountPlayers();
@ -110,7 +105,7 @@ CSMultiplayerRules::PlayerDeath(base_player pl)
}
void
CSMultiplayerRules::PlayerPreFrame(base_player pl)
CSMultiplayerRules::PlayerPreFrame(NSClientPlayer pl)
{
player pp = (player)pl;
@ -347,7 +342,7 @@ Checks if it is possible for players to buy anything
=================
*/
int
CSMultiplayerRules::BuyingPossible(base_player pl)
CSMultiplayerRules::BuyingPossible(NSClientPlayer pl)
{
if (pl.health <= 0) {
return (0);
@ -389,14 +384,14 @@ CSMultiplayerRules::BuyingPossible(base_player pl)
}
void
CSMultiplayerRules::MakeBomber(base_player pl)
CSMultiplayerRules::MakeBomber(NSClientPlayer pl)
{
Weapons_AddItem(pl, WEAPON_C4BOMB, -1);
centerprint(pl, "You have the bomb!\nFind the target zone or DROP\nthe bomb for another Terrorist.");
}
void
CSMultiplayerRules::MakeVIP(base_player pl)
CSMultiplayerRules::MakeVIP(NSClientPlayer pl)
{
pl.team = TEAM_VIP;
PlayerRespawn(pl, pl.team);
@ -647,7 +642,7 @@ CSMultiplayerRules::CountPlayers(void)
}
void
CSMultiplayerRules::DeathCheck(base_player pl)
CSMultiplayerRules::DeathCheck(NSClientPlayer pl)
{
/* hack so that we can kill rounds */
if ((g_cs_alive_t == 0) && (g_cs_alive_ct == 0)) {
@ -738,7 +733,7 @@ Called whenever a player survived a round and needs a basic respawn.
=================
*/
void
CSMultiplayerRules::PlayerRespawn(base_player pp, int fTeam)
CSMultiplayerRules::PlayerRespawn(NSClientPlayer pp, int fTeam)
{
player pl = (player)pp;
@ -803,7 +798,7 @@ CSMultiplayerRules::PlayerRespawn(base_player pp, int fTeam)
}
void
CSMultiplayerRules::PlayerClearWeaponry(base_player pp)
CSMultiplayerRules::PlayerClearWeaponry(NSClientPlayer pp)
{
player pl = (player)pp;
@ -872,7 +867,7 @@ MakePlayable(entity targ)
}
void
CSMultiplayerRules::PlayerMakePlayable(base_player pp, int chara)
CSMultiplayerRules::PlayerMakePlayable(NSClientPlayer pp, int chara)
{
player pl = (player)pp;
/* spectator */
@ -914,7 +909,7 @@ Force the player to become an observer.
=================
*/
void
CSMultiplayerRules::PlayerMakeSpectator(base_player pp)
CSMultiplayerRules::PlayerMakeSpectator(NSClientPlayer pp)
{
player pl = (player)pp;
pl.MakeTempSpectator();
@ -929,7 +924,7 @@ Called on the client first joining the server.
=================
*/
void
CSMultiplayerRules::PlayerSpawn(base_player pl)
CSMultiplayerRules::PlayerSpawn(NSClientPlayer pl)
{
/* immediately put us into spectating mode */
PlayerMakeSpectator(pl);
@ -951,7 +946,7 @@ CSMultiplayerRules_BotJoin(void)
}
float
CSMultiplayerRules::ConsoleCommand(base_player pp, string cmd)
CSMultiplayerRules::ConsoleCommand(NSClientPlayer pp, string cmd)
{
tokenize(cmd);

View file

@ -15,7 +15,7 @@
*/
void
CSSingleplayerRules::PlayerDeath(base_player pl)
CSSingleplayerRules::PlayerDeath(NSClientPlayer pl)
{
pl.movetype = MOVETYPE_NONE;
pl.solid = SOLID_NOT;
@ -33,7 +33,7 @@ CSSingleplayerRules::PlayerDeath(base_player pl)
}
void
CSSingleplayerRules::PlayerSpawn(base_player pl)
CSSingleplayerRules::PlayerSpawn(NSClientPlayer pl)
{
pl.classname = "player";
pl.health = pl.max_health = 100;

View file

@ -159,7 +159,7 @@ hostage_entity::Pain(void)
if (g_dmg_eAttacker.classname != "player")
return;
Money_AddMoney((base_player)g_dmg_eAttacker, -(g_dmg_iDamage * 25));
Money_AddMoney((NSClientPlayer)g_dmg_eAttacker, -(g_dmg_iDamage * 25));
}
void
@ -182,9 +182,9 @@ hostage_entity::Death(void)
if (g_dmg_eAttacker.classname == "player") {
if (g_dmg_iDamage >= 100)
Money_AddMoney((base_player)g_dmg_eAttacker, -2500);
Money_AddMoney((NSClientPlayer)g_dmg_eAttacker, -2500);
else
Money_AddMoney((base_player)g_dmg_eAttacker, -500);
Money_AddMoney((NSClientPlayer)g_dmg_eAttacker, -500);
Radio_BroadcastMessage(RADIO_HOSDOWN);
}

View file

@ -17,9 +17,9 @@
int g_cs_moneyreward_ct;
int g_cs_moneyreward_t;
void Money_AddMoney(base_player, int);
void Money_AddMoney(NSClientPlayer, int);
void Money_QueTeamReward(int, int);
void Money_GiveTeamReward(base_player);
void Money_GiveTeamReward(NSClientPlayer);
void Money_ResetTeamReward(void);
void Money_HandleRoundReward(int)
void Money_ResetRoundReward(void);

View file

@ -1,5 +1,5 @@
#ifdef SERVER
void C4Bomb_Plant(base_player);
void C4Bomb_Plant(NSClientPlayer);
#endif
#ifdef CLIENT

View file

@ -187,7 +187,7 @@ item_c4::item_c4(void)
}
void
C4Bomb_Plant(base_player planter)
C4Bomb_Plant(NSClientPlayer planter)
{
item_c4 bomb = spawn(item_c4);
bomb.owner = planter;

View file

@ -41,7 +41,7 @@ enumflags
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);