Adjust naming against upstream.

This commit is contained in:
Marco Cawthorne 2022-05-11 12:52:05 -07:00
parent 66ded4a6e4
commit b587d609ac
Signed by: eukara
GPG key ID: C196CD8BA993248A
2 changed files with 12 additions and 12 deletions

View file

@ -19,7 +19,7 @@ var int autocvar_th_shovelstyle = 0;
var int autocvar_th_rpgstyle = 0; var int autocvar_th_rpgstyle = 0;
void void
HLGameRules::LevelDecodeParms(base_player pp) HLGameRules::LevelDecodeParms(NSClientPlayer pp)
{ {
player pl = (player)pp; player pl = (player)pp;
g_landmarkpos[0] = parm1; g_landmarkpos[0] = parm1;
@ -64,7 +64,7 @@ HLGameRules::LevelDecodeParms(base_player pp)
} }
void void
HLGameRules::LevelChangeParms(base_player pp) HLGameRules::LevelChangeParms(NSClientPlayer pp)
{ {
player pl = (player)pp; player pl = (player)pp;
parm1 = g_landmarkpos[0]; parm1 = g_landmarkpos[0];
@ -114,19 +114,19 @@ HLGameRules::LevelNewParms(void)
/* we check what fields have changed over the course of the frame and network /* we check what fields have changed over the course of the frame and network
* only the ones that have actually changed */ * only the ones that have actually changed */
void void
HLGameRules::PlayerPostFrame(base_player pl) HLGameRules::PlayerPostFrame(NSClientPlayer pl)
{ {
} }
void void
HLGameRules::PlayerConnect(base_player pl) HLGameRules::PlayerConnect(NSClientPlayer pl)
{ {
if (Plugin_PlayerConnect(pl) == FALSE) if (Plugin_PlayerConnect(pl) == FALSE)
bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname)); bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
} }
void void
HLGameRules::PlayerDisconnect(base_player pl) HLGameRules::PlayerDisconnect(NSClientPlayer pl)
{ {
if (Plugin_PlayerDisconnect(pl) == FALSE) if (Plugin_PlayerDisconnect(pl) == FALSE)
bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname)); bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
@ -141,7 +141,7 @@ HLGameRules::PlayerDisconnect(base_player pl)
} }
void void
HLGameRules::PlayerKill(base_player pl) HLGameRules::PlayerKill(NSClientPlayer pl)
{ {
Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR); Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
} }

View file

@ -42,7 +42,7 @@ enumflags
PLAYER_UNUSED2 PLAYER_UNUSED2
}; };
class player:base_player class player:NSClientPlayer
{ {
/* animation */ /* animation */
PREDICTED_INT(anim_top); PREDICTED_INT(anim_top);
@ -117,7 +117,7 @@ player::ReceiveEntity
void void
player::ReceiveEntity(float new, float fl) player::ReceiveEntity(float new, float fl)
{ {
base_player::ReceiveEntity(new, fl); NSClientPlayer::ReceiveEntity(new, fl);
/* animation */ /* animation */
if (fl & PLAYER_TOPFRAME) { if (fl & PLAYER_TOPFRAME) {
@ -206,7 +206,7 @@ so we can roll them back later.
void void
player::PredictPreFrame(void) player::PredictPreFrame(void)
{ {
base_player::PredictPreFrame(); NSClientPlayer::PredictPreFrame();
SAVE_STATE(anim_top); SAVE_STATE(anim_top);
SAVE_STATE(anim_top_delay); SAVE_STATE(anim_top_delay);
@ -263,7 +263,7 @@ Where we roll back our values to the ones last sent/verified by the server.
void void
player::PredictPostFrame(void) player::PredictPostFrame(void)
{ {
base_player::PredictPostFrame(); NSClientPlayer::PredictPostFrame();
ROLL_BACK(anim_top); ROLL_BACK(anim_top);
ROLL_BACK(anim_top_delay); ROLL_BACK(anim_top_delay);
@ -315,7 +315,7 @@ player::PredictPostFrame(void)
void void
player::EvaluateEntity(void) player::EvaluateEntity(void)
{ {
base_player::EvaluateEntity(); NSClientPlayer::EvaluateEntity();
/* animation */ /* animation */
if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time)) if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
@ -464,7 +464,7 @@ player::SendEntity(entity ePEnt, float fChanged)
WriteByte(MSG_ENTITY, ENT_PLAYER); WriteByte(MSG_ENTITY, ENT_PLAYER);
WriteFloat(MSG_ENTITY, fChanged); WriteFloat(MSG_ENTITY, fChanged);
base_player::SendEntity(ePEnt, fChanged); NSClientPlayer::SendEntity(ePEnt, fChanged);
if (fChanged & PLAYER_TOPFRAME) { if (fChanged & PLAYER_TOPFRAME) {
WriteByte(MSG_ENTITY, anim_top); WriteByte(MSG_ENTITY, anim_top);