diff --git a/src/server/gamerules.h b/src/server/gamerules.h index defc27c..11f3400 100644 --- a/src/server/gamerules.h +++ b/src/server/gamerules.h @@ -22,16 +22,16 @@ class HLGameRules:CGameRules float m_flBreakRespawnTimer; /* 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) PlayerPostFrame; - virtual void(base_player, entity) ScientistKill; + virtual void(NSClientPlayer) PlayerSpawn; + virtual void(NSClientPlayer) PlayerConnect; + virtual void(NSClientPlayer) PlayerDisconnect; + virtual void(NSClientPlayer) PlayerKill; + virtual void(NSClientPlayer) PlayerDeath; + virtual void(NSClientPlayer) PlayerPostFrame; + virtual void(NSClientPlayer, entity) ScientistKill; - virtual void(base_player) LevelDecodeParms; - virtual void(base_player) LevelChangeParms; + virtual void(NSClientPlayer) LevelDecodeParms; + virtual void(NSClientPlayer) LevelChangeParms; virtual void(void) LevelNewParms; virtual void(void) FrameStart; virtual bool(void) IsMultiplayer; diff --git a/src/server/gamerules.qc b/src/server/gamerules.qc index bb82b26..541aaeb 100644 --- a/src/server/gamerules.qc +++ b/src/server/gamerules.qc @@ -24,7 +24,7 @@ HLGameRules::IsMultiplayer(void) } void -HLGameRules::PlayerDeath(base_player pl) +HLGameRules::PlayerDeath(NSClientPlayer pl) { /* obituary networking */ WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); @@ -71,7 +71,7 @@ HLGameRules::PlayerDeath(base_player pl) } void -HLGameRules::PlayerSpawn(base_player pp) +HLGameRules::PlayerSpawn(NSClientPlayer pp) { player pl = (player)pp; /* this is where the mods want to deviate */ @@ -120,7 +120,7 @@ HLGameRules::PlayerSpawn(base_player pp) } void -HLGameRules::LevelDecodeParms(base_player pp) +HLGameRules::LevelDecodeParms(NSClientPlayer pp) { player pl = (player)pp; g_landmarkpos[0] = parm1; @@ -165,7 +165,7 @@ HLGameRules::LevelDecodeParms(base_player pp) } void -HLGameRules::LevelChangeParms(base_player pp) +HLGameRules::LevelChangeParms(NSClientPlayer pp) { player pl = (player)pp; parm1 = g_landmarkpos[0]; @@ -215,7 +215,7 @@ 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 pp) +HLGameRules::PlayerPostFrame(NSClientPlayer pp) { player pl = (player)pp; @@ -232,14 +232,14 @@ HLGameRules::PlayerPostFrame(base_player pp) } 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) { bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname)); @@ -253,14 +253,14 @@ HLGameRules::PlayerDisconnect(base_player pl) } void -HLGameRules::PlayerKill(base_player pp) +HLGameRules::PlayerKill(NSClientPlayer pp) { player pl = (player)pp; Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR); } void -HLGameRules::ScientistKill(base_player pp, entity sci) +HLGameRules::ScientistKill(NSClientPlayer pp, entity sci) { player pl = (player)pp; /* obituary networking */ diff --git a/src/shared/player.qc b/src/shared/player.qc index 04f41b6..7292aed 100644 --- a/src/shared/player.qc +++ b/src/shared/player.qc @@ -42,7 +42,7 @@ enumflags PLAYER_UNUSED2 }; -class player:base_player +class player:NSClientPlayer { /* Weapon specific */ PREDICTED_INT(glock_mag); @@ -111,7 +111,7 @@ player::ReceiveEntity void player::ReceiveEntity(float new, float fl) { - base_player::ReceiveEntity(new, fl); + NSClientPlayer::ReceiveEntity(new, fl); /* animation */ if (fl & PLAYER_TOPFRAME) { @@ -192,7 +192,7 @@ so we can roll them back later. void player::PredictPreFrame(void) { - base_player::PredictPreFrame(); + NSClientPlayer::PredictPreFrame(); SAVE_STATE(glock_mag); SAVE_STATE(mp5_mag); @@ -242,7 +242,7 @@ 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(glock_mag); ROLL_BACK(mp5_mag); @@ -286,7 +286,7 @@ player::PredictPostFrame(void) void player::EvaluateEntity(void) { - base_player::EvaluateEntity(); + NSClientPlayer::EvaluateEntity(); /* animation */ if (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net) @@ -421,7 +421,7 @@ 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);