Adjust naming against upstream.

This commit is contained in:
Marco Cawthorne 2022-05-11 12:50:45 -07:00
parent fd00f1727d
commit aca3b62acc
Signed by: eukara
GPG key ID: C196CD8BA993248A
4 changed files with 25 additions and 25 deletions

View file

@ -19,15 +19,15 @@
class HHDMultiplayerRules:CGameRules
{
/* client */
virtual void(base_player) PlayerSpawn;
virtual void(base_player) PlayerConnect;
virtual void(base_player) PlayerDisconnect;
virtual void(base_player) PlayerKill;
virtual void(base_player) PlayerDeath;
virtual void(base_player) PlayerPain;
virtual void(base_player) PlayerPostFrame;
virtual void(NSClientPlayer) PlayerSpawn;
virtual void(NSClientPlayer) PlayerConnect;
virtual void(NSClientPlayer) PlayerDisconnect;
virtual void(NSClientPlayer) PlayerKill;
virtual void(NSClientPlayer) PlayerDeath;
virtual void(NSClientPlayer) PlayerPain;
virtual void(NSClientPlayer) PlayerPostFrame;
virtual void(base_player) LevelDecodeParms;
virtual void(base_player) LevelChangeParms;
virtual void(NSClientPlayer) LevelDecodeParms;
virtual void(NSClientPlayer) LevelChangeParms;
virtual void(void) LevelNewParms;
};

View file

@ -17,7 +17,7 @@
var int autocvar_sv_playerkeepalive = TRUE;
void
HHDMultiplayerRules::PlayerDeath(base_player pl)
HHDMultiplayerRules::PlayerDeath(NSClientPlayer pl)
{
/* obituary networking */
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
@ -67,7 +67,7 @@ HHDMultiplayerRules::PlayerDeath(base_player pl)
}
void
HHDMultiplayerRules::PlayerPain(base_player pl)
HHDMultiplayerRules::PlayerPain(NSClientPlayer pl)
{
/* Vampire Rune
* steals health from enemies */
@ -86,7 +86,7 @@ HHDMultiplayerRules::PlayerPain(base_player pl)
}
void
HHDMultiplayerRules::PlayerSpawn(base_player pp)
HHDMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
{
player pl = (player)pp;
/* this is where the mods want to deviate */
@ -132,7 +132,7 @@ HHDMultiplayerRules::PlayerSpawn(base_player pp)
}
void
HHDMultiplayerRules::LevelDecodeParms(base_player pp)
HHDMultiplayerRules::LevelDecodeParms(NSClientPlayer pp)
{
player pl = (player)pp;
g_landmarkpos[0] = parm1;
@ -163,7 +163,7 @@ HHDMultiplayerRules::LevelDecodeParms(base_player pp)
}
void
HHDMultiplayerRules::LevelChangeParms(base_player pp)
HHDMultiplayerRules::LevelChangeParms(NSClientPlayer pp)
{
player pl = (player)pp;
parm1 = g_landmarkpos[0];
@ -198,7 +198,7 @@ HHDMultiplayerRules::LevelNewParms(void)
/* we check what fields have changed over the course of the frame and network
* only the ones that have actually changed */
void
HHDMultiplayerRules::PlayerPostFrame(base_player pp)
HHDMultiplayerRules::PlayerPostFrame(NSClientPlayer pp)
{
player pl = (player)pp;
pl.powerup_time = bound(0.0f, pl.powerup_time - frametime, pl.powerup_time);
@ -211,7 +211,7 @@ HHDMultiplayerRules::PlayerPostFrame(base_player pp)
}
void
HHDMultiplayerRules::PlayerConnect(base_player pl)
HHDMultiplayerRules::PlayerConnect(NSClientPlayer pl)
{
entity a;
bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
@ -223,7 +223,7 @@ HHDMultiplayerRules::PlayerConnect(base_player pl)
}
void
HHDMultiplayerRules::PlayerDisconnect(base_player pl)
HHDMultiplayerRules::PlayerDisconnect(NSClientPlayer pl)
{
bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
@ -237,7 +237,7 @@ HHDMultiplayerRules::PlayerDisconnect(base_player pl)
}
void
HHDMultiplayerRules::PlayerKill(base_player pp)
HHDMultiplayerRules::PlayerKill(NSClientPlayer pp)
{
player pl = (player)pp;
Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);

View file

@ -41,7 +41,7 @@ item_battery::Touch(entity eToucher)
return;
}
base_player pl = (base_player)other;
NSClientPlayer pl = (NSClientPlayer)other;
if (pl.armor >= 100) {
return;

View file

@ -42,7 +42,7 @@ enumflags
PLAYER_UNUSED2
};
class player:base_player
class player:NSClientPlayer
{
PREDICTED_INT(anim_top);
PREDICTED_FLOAT(anim_top_time);
@ -82,7 +82,7 @@ player::ReceiveEntity
void
player::ReceiveEntity(float new, float fl)
{
base_player::ReceiveEntity(new, fl);
NSClientPlayer::ReceiveEntity(new, fl);
/* animation */
if (fl & PLAYER_TOPFRAME) {
@ -127,7 +127,7 @@ so we can roll them back later.
void
player::PredictPreFrame(void)
{
base_player::PredictPreFrame();
NSClientPlayer::PredictPreFrame();
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_time);
@ -153,7 +153,7 @@ 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(anim_top);
ROLL_BACK(anim_top_time);
@ -173,7 +173,7 @@ player::PredictPostFrame(void)
void
player::EvaluateEntity(void)
{
base_player::EvaluateEntity();
NSClientPlayer::EvaluateEntity();
/* animation */
if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
@ -235,7 +235,7 @@ 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);