Convert all classes to use the new parent names. The old ones were marked for deprecation long ago.

This commit is contained in:
Marco Cawthorne 2022-05-10 14:59:32 -07:00
parent fa6b1fb38f
commit fd00f1727d
Signed by: eukara
GPG key ID: C196CD8BA993248A
8 changed files with 17 additions and 17 deletions

View file

@ -15,7 +15,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
class item_ammo:CBaseEntity
class item_ammo:NSRenderableEntity
{
void(void) item_ammo;
virtual void(void) Respawn;
@ -66,7 +66,7 @@ item_ammo::item_ammo(void)
{
GetSpawnModel() = model;
SetModel(GetSpawnModel());
CBaseEntity::CBaseEntity();
super::NSRenderableEntity();
}
/*QUAKED ammo_forks (0 0 0.8) (-16 -16 0) (16 16 32)

View file

@ -27,7 +27,7 @@ Skill 3 (Hard): 10
The values can be tweaked in the skill.cfg file.
*/
class info_runespawn:CBaseEntity
class info_runespawn:NSRenderableEntity
{
void(void) info_runespawn;
virtual void(void) Respawn;
@ -82,6 +82,6 @@ info_runespawn::info_runespawn(void)
Sound_Precache("item.respawn");
/* TODO actually uses two models... */
model = "models/rune_stand.mdl";
CBaseEntity::CBaseEntity();
super::NSRenderableEntity();
item_healthkit::Respawn();
}

View file

@ -27,7 +27,7 @@ Skill 3 (Hard): 10
The values can be tweaked in the skill.cfg file.
*/
class item_battery:CBaseEntity
class item_battery:NSRenderableEntity
{
void(void) item_battery;
virtual void(void) Respawn;
@ -89,6 +89,6 @@ item_battery::item_battery(void)
Sound_Precache("item.respawn");
/* TODO actually uses two models... */
model = "models/armor.mdl";
CBaseEntity::CBaseEntity();
super::NSRenderableEntity();
item_healthkit::Respawn();
}

View file

@ -22,7 +22,7 @@ Healthkit item.
Adds 20 of health to the player.
*/
class item_healthkit:CBaseEntity
class item_healthkit:NSRenderableEntity
{
void(void) item_healthkit;
virtual void(void) Respawn;
@ -82,6 +82,6 @@ item_healthkit::item_healthkit(void)
setmodel(base, "models/health2.mdl");
// model = "models/health.mdl";
CBaseEntity::CBaseEntity();
super::NSRenderableEntity();
item_healthkit::Respawn();
}

View file

@ -23,7 +23,7 @@ Haste Rune
Doubles the player's speed for 30 seconds.
*/
class item_rune_haste:CBaseTrigger
class item_rune_haste:NSRenderableEntity
{
void(void) item_rune_haste;
@ -56,7 +56,7 @@ item_rune_haste::Touch(entity eToucher)
pl.g_items |= ITEM_RUNE_HASTE;
pl.powerup_time = 30.0f;
CBaseTrigger::UseTargets(this, TRIG_TOGGLE, 0.0f);
super::UseTargets(this, TRIG_TOGGLE, 0.0f);
if (cvar("sv_playerslots") == 1) {
remove(self);
@ -95,5 +95,5 @@ item_rune_haste::item_rune_haste(void)
precache_sound("items/suitchargeok1.wav");
precache_sound("fvox/hev_logon.wav");
precache_sound("fvox/bell.wav");
CBaseTrigger::CBaseTrigger();
super::NSRenderableEntity();
}

View file

@ -24,7 +24,7 @@ Stalker Rune
Turns the player into a health and speed boosted killer...
Includes a trademark throwable machette weapon!
*/
class item_rune_stalker:CBaseTrigger
class item_rune_stalker:NSRenderableEntity
{
void(void) item_rune_stalker;
@ -58,7 +58,7 @@ item_rune_stalker::Touch(entity eToucher)
pl.activeweapon = WEAPON_MACHETTE;
Weapons_RefreshAmmo(pl);
CBaseTrigger::UseTargets(this, TRIG_TOGGLE, 0.0f);
super::UseTargets(this, TRIG_TOGGLE, 0.0f);
if (cvar("sv_playerslots") == 1) {
remove(self);
@ -95,5 +95,5 @@ item_rune_stalker::item_rune_stalker(void)
model = "models/rune_stalker.mdl";
Sound_Precache("weapon_machette.pickup");
CBaseTrigger::CBaseTrigger();
super::NSRenderableEntity();
}

View file

@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
class item_weaponbox:CBaseEntity
class item_weaponbox:NSRenderableEntity
{
int ammo_forks;
int ammo_knives;

View file

@ -34,7 +34,7 @@ item_pickup::Touch(entity eToucher)
Logging_Pickup(other, this, __NULL__);
Sound_Play(other, CHAN_ITEM, "weapon.pickup");
CBaseTrigger::UseTargets(this, TRIG_TOGGLE, 0.0f);
super::UseTargets(this, TRIG_TOGGLE, 0.0f);
if (real_owner || m_iWasDropped == 1 || cvar("sv_playerslots") == 1) {
remove(self);
@ -93,6 +93,6 @@ item_pickup::item_pickup(void)
{
Sound_Precache("item.respawn");
Sound_Precache("weapon.pickup");
CBaseTrigger::CBaseTrigger();
super::NSRenderableEntity();
Respawn();
}