Adjust naming against upstream.
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parent
42a5bc99be
commit
413f913516
3 changed files with 15 additions and 15 deletions
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@ -24,7 +24,7 @@ HLGameRules::IsMultiplayer(void)
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}
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void
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HLGameRules::LevelDecodeParms(base_player pp)
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HLGameRules::LevelDecodeParms(NSClientPlayer pp)
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{
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player pl = (player)pp;
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g_landmarkpos[0] = parm1;
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@ -69,7 +69,7 @@ HLGameRules::LevelDecodeParms(base_player pp)
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}
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void
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HLGameRules::LevelChangeParms(base_player pp)
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HLGameRules::LevelChangeParms(NSClientPlayer pp)
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{
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player pl = (player)pp;
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parm1 = g_landmarkpos[0];
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@ -119,19 +119,19 @@ HLGameRules::LevelNewParms(void)
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/* we check what fields have changed over the course of the frame and network
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* only the ones that have actually changed */
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void
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HLGameRules::PlayerPostFrame(base_player pp)
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HLGameRules::PlayerPostFrame(NSClientPlayer pp)
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{
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}
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void
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HLGameRules::PlayerConnect(base_player pl)
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HLGameRules::PlayerConnect(NSClientPlayer pl)
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{
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if (Plugin_PlayerConnect(pl) == FALSE)
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bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
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}
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void
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HLGameRules::PlayerDisconnect(base_player pl)
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HLGameRules::PlayerDisconnect(NSClientPlayer pl)
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{
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bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
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@ -145,7 +145,7 @@ HLGameRules::PlayerDisconnect(base_player pl)
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}
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void
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HLGameRules::PlayerKill(base_player pp)
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HLGameRules::PlayerKill(NSClientPlayer pp)
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{
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player pl = (player)pp;
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Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
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@ -41,7 +41,7 @@ HLMultiplayerRules::CheckRules(void)
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}
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void
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HLMultiplayerRules::PlayerDeath(base_player pl)
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HLMultiplayerRules::PlayerDeath(NSClientPlayer pl)
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{
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/* obituary networking */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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@ -103,7 +103,7 @@ HLMultiplayerRules::PlayerDeath(base_player pl)
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}
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void
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HLMultiplayerRules::PlayerSpawn(base_player pp)
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HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
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{
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player pl = (player)pp;
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/* this is where the mods want to deviate */
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@ -154,7 +154,7 @@ HLMultiplayerRules::PlayerSpawn(base_player pp)
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}
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float
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HLMultiplayerRules::ConsoleCommand(base_player pp, string cmd)
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HLMultiplayerRules::ConsoleCommand(NSClientPlayer pp, string cmd)
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{
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tokenize(cmd);
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@ -42,7 +42,7 @@ enumflags
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PLAYER_UNUSED2
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};
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class player:base_player
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class player:NSClientPlayer
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{
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PREDICTED_INT(anim_top);
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PREDICTED_FLOAT(anim_top_time);
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@ -102,7 +102,7 @@ player::ReceiveEntity
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void
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player::ReceiveEntity(float new, float fl)
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{
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base_player::ReceiveEntity(new, fl);
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NSClientPlayer::ReceiveEntity(new, fl);
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/* animation */
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if (fl & PLAYER_TOPFRAME) {
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@ -166,7 +166,7 @@ so we can roll them back later.
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void
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player::PredictPreFrame(void)
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{
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base_player::PredictPreFrame();
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NSClientPlayer::PredictPreFrame();
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SAVE_STATE(anim_top);
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SAVE_STATE(anim_top_time);
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@ -214,7 +214,7 @@ Where we roll back our values to the ones last sent/verified by the server.
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void
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player::PredictPostFrame(void)
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{
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base_player::PredictPostFrame();
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NSClientPlayer::PredictPostFrame();
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ROLL_BACK(anim_top);
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ROLL_BACK(anim_top_time);
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@ -256,7 +256,7 @@ player::PredictPostFrame(void)
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void
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player::EvaluateEntity(void)
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{
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base_player::EvaluateEntity();
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NSClientPlayer::EvaluateEntity();
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/* animation */
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if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
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@ -381,7 +381,7 @@ player::SendEntity(entity ePEnt, float fChanged)
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WriteByte(MSG_ENTITY, ENT_PLAYER);
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WriteFloat(MSG_ENTITY, fChanged);
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base_player::SendEntity(ePEnt, fChanged);
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NSClientPlayer::SendEntity(ePEnt, fChanged);
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if (fChanged & PLAYER_TOPFRAME) {
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WriteByte(MSG_ENTITY, anim_top);
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