Adjust naming against upstream.
This commit is contained in:
parent
66ded4a6e4
commit
b587d609ac
2 changed files with 12 additions and 12 deletions
|
@ -19,7 +19,7 @@ var int autocvar_th_shovelstyle = 0;
|
|||
var int autocvar_th_rpgstyle = 0;
|
||||
|
||||
void
|
||||
HLGameRules::LevelDecodeParms(base_player pp)
|
||||
HLGameRules::LevelDecodeParms(NSClientPlayer pp)
|
||||
{
|
||||
player pl = (player)pp;
|
||||
g_landmarkpos[0] = parm1;
|
||||
|
@ -64,7 +64,7 @@ HLGameRules::LevelDecodeParms(base_player pp)
|
|||
}
|
||||
|
||||
void
|
||||
HLGameRules::LevelChangeParms(base_player pp)
|
||||
HLGameRules::LevelChangeParms(NSClientPlayer pp)
|
||||
{
|
||||
player pl = (player)pp;
|
||||
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
|
||||
* only the ones that have actually changed */
|
||||
void
|
||||
HLGameRules::PlayerPostFrame(base_player pl)
|
||||
HLGameRules::PlayerPostFrame(NSClientPlayer pl)
|
||||
{
|
||||
}
|
||||
|
||||
void
|
||||
HLGameRules::PlayerConnect(base_player pl)
|
||||
HLGameRules::PlayerConnect(NSClientPlayer pl)
|
||||
{
|
||||
if (Plugin_PlayerConnect(pl) == FALSE)
|
||||
bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
|
||||
}
|
||||
|
||||
void
|
||||
HLGameRules::PlayerDisconnect(base_player pl)
|
||||
HLGameRules::PlayerDisconnect(NSClientPlayer pl)
|
||||
{
|
||||
if (Plugin_PlayerDisconnect(pl) == FALSE)
|
||||
bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
|
||||
|
@ -141,7 +141,7 @@ HLGameRules::PlayerDisconnect(base_player pl)
|
|||
}
|
||||
|
||||
void
|
||||
HLGameRules::PlayerKill(base_player pl)
|
||||
HLGameRules::PlayerKill(NSClientPlayer pl)
|
||||
{
|
||||
Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
|
||||
}
|
||||
|
|
|
@ -42,7 +42,7 @@ enumflags
|
|||
PLAYER_UNUSED2
|
||||
};
|
||||
|
||||
class player:base_player
|
||||
class player:NSClientPlayer
|
||||
{
|
||||
/* animation */
|
||||
PREDICTED_INT(anim_top);
|
||||
|
@ -117,7 +117,7 @@ player::ReceiveEntity
|
|||
void
|
||||
player::ReceiveEntity(float new, float fl)
|
||||
{
|
||||
base_player::ReceiveEntity(new, fl);
|
||||
NSClientPlayer::ReceiveEntity(new, fl);
|
||||
|
||||
/* animation */
|
||||
if (fl & PLAYER_TOPFRAME) {
|
||||
|
@ -206,7 +206,7 @@ so we can roll them back later.
|
|||
void
|
||||
player::PredictPreFrame(void)
|
||||
{
|
||||
base_player::PredictPreFrame();
|
||||
NSClientPlayer::PredictPreFrame();
|
||||
|
||||
SAVE_STATE(anim_top);
|
||||
SAVE_STATE(anim_top_delay);
|
||||
|
@ -263,7 +263,7 @@ 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_delay);
|
||||
|
@ -315,7 +315,7 @@ player::PredictPostFrame(void)
|
|||
void
|
||||
player::EvaluateEntity(void)
|
||||
{
|
||||
base_player::EvaluateEntity();
|
||||
NSClientPlayer::EvaluateEntity();
|
||||
|
||||
/* animation */
|
||||
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);
|
||||
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