Adjust naming against upstream.

This commit is contained in:
Marco Cawthorne 2022-05-11 12:50:11 -07:00
parent 5d44353a29
commit 72c9ef224f
Signed by: eukara
GPG key ID: C196CD8BA993248A
3 changed files with 24 additions and 24 deletions

View file

@ -22,16 +22,16 @@ class HLGameRules:CGameRules
float m_flBreakRespawnTimer; float m_flBreakRespawnTimer;
/* client */ /* client */
virtual void(base_player) PlayerSpawn; virtual void(NSClientPlayer) PlayerSpawn;
virtual void(base_player) PlayerConnect; virtual void(NSClientPlayer) PlayerConnect;
virtual void(base_player) PlayerDisconnect; virtual void(NSClientPlayer) PlayerDisconnect;
virtual void(base_player) PlayerKill; virtual void(NSClientPlayer) PlayerKill;
virtual void(base_player) PlayerDeath; virtual void(NSClientPlayer) PlayerDeath;
virtual void(base_player) PlayerPostFrame; virtual void(NSClientPlayer) PlayerPostFrame;
virtual void(base_player, entity) ScientistKill; virtual void(NSClientPlayer, entity) ScientistKill;
virtual void(base_player) LevelDecodeParms; virtual void(NSClientPlayer) LevelDecodeParms;
virtual void(base_player) LevelChangeParms; virtual void(NSClientPlayer) LevelChangeParms;
virtual void(void) LevelNewParms; virtual void(void) LevelNewParms;
virtual void(void) FrameStart; virtual void(void) FrameStart;
virtual bool(void) IsMultiplayer; virtual bool(void) IsMultiplayer;

View file

@ -24,7 +24,7 @@ HLGameRules::IsMultiplayer(void)
} }
void void
HLGameRules::PlayerDeath(base_player pl) HLGameRules::PlayerDeath(NSClientPlayer pl)
{ {
/* obituary networking */ /* obituary networking */
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
@ -71,7 +71,7 @@ HLGameRules::PlayerDeath(base_player pl)
} }
void void
HLGameRules::PlayerSpawn(base_player pp) HLGameRules::PlayerSpawn(NSClientPlayer pp)
{ {
player pl = (player)pp; player pl = (player)pp;
/* this is where the mods want to deviate */ /* this is where the mods want to deviate */
@ -120,7 +120,7 @@ HLGameRules::PlayerSpawn(base_player pp)
} }
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;
@ -165,7 +165,7 @@ 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];
@ -215,7 +215,7 @@ 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 pp) HLGameRules::PlayerPostFrame(NSClientPlayer pp)
{ {
player pl = (player)pp; player pl = (player)pp;
@ -232,14 +232,14 @@ HLGameRules::PlayerPostFrame(base_player pp)
} }
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)
{ {
bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname)); bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
@ -253,14 +253,14 @@ HLGameRules::PlayerDisconnect(base_player pl)
} }
void void
HLGameRules::PlayerKill(base_player pp) HLGameRules::PlayerKill(NSClientPlayer pp)
{ {
player pl = (player)pp; player pl = (player)pp;
Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR); Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
} }
void void
HLGameRules::ScientistKill(base_player pp, entity sci) HLGameRules::ScientistKill(NSClientPlayer pp, entity sci)
{ {
player pl = (player)pp; player pl = (player)pp;
/* obituary networking */ /* obituary networking */

View file

@ -42,7 +42,7 @@ enumflags
PLAYER_UNUSED2 PLAYER_UNUSED2
}; };
class player:base_player class player:NSClientPlayer
{ {
/* Weapon specific */ /* Weapon specific */
PREDICTED_INT(glock_mag); PREDICTED_INT(glock_mag);
@ -111,7 +111,7 @@ 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) {
@ -192,7 +192,7 @@ so we can roll them back later.
void void
player::PredictPreFrame(void) player::PredictPreFrame(void)
{ {
base_player::PredictPreFrame(); NSClientPlayer::PredictPreFrame();
SAVE_STATE(glock_mag); SAVE_STATE(glock_mag);
SAVE_STATE(mp5_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 void
player::PredictPostFrame(void) player::PredictPostFrame(void)
{ {
base_player::PredictPostFrame(); NSClientPlayer::PredictPostFrame();
ROLL_BACK(glock_mag); ROLL_BACK(glock_mag);
ROLL_BACK(mp5_mag); ROLL_BACK(mp5_mag);
@ -286,7 +286,7 @@ player::PredictPostFrame(void)
void void
player::EvaluateEntity(void) player::EvaluateEntity(void)
{ {
base_player::EvaluateEntity(); NSClientPlayer::EvaluateEntity();
/* animation */ /* animation */
if (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net) 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); 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);