Adjust naming against upstream.
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5d44353a29
commit
72c9ef224f
3 changed files with 24 additions and 24 deletions
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@ -22,16 +22,16 @@ class HLGameRules:CGameRules
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float m_flBreakRespawnTimer;
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/* client */
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virtual void(base_player) PlayerSpawn;
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virtual void(base_player) PlayerConnect;
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virtual void(base_player) PlayerDisconnect;
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virtual void(base_player) PlayerKill;
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virtual void(base_player) PlayerDeath;
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virtual void(base_player) PlayerPostFrame;
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virtual void(base_player, entity) ScientistKill;
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virtual void(NSClientPlayer) PlayerSpawn;
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virtual void(NSClientPlayer) PlayerConnect;
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virtual void(NSClientPlayer) PlayerDisconnect;
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virtual void(NSClientPlayer) PlayerKill;
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virtual void(NSClientPlayer) PlayerDeath;
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virtual void(NSClientPlayer) PlayerPostFrame;
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virtual void(NSClientPlayer, entity) ScientistKill;
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virtual void(base_player) LevelDecodeParms;
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virtual void(base_player) LevelChangeParms;
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virtual void(NSClientPlayer) LevelDecodeParms;
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virtual void(NSClientPlayer) LevelChangeParms;
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virtual void(void) LevelNewParms;
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virtual void(void) FrameStart;
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virtual bool(void) IsMultiplayer;
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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::PlayerDeath(base_player pl)
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HLGameRules::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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@ -71,7 +71,7 @@ HLGameRules::PlayerDeath(base_player pl)
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}
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void
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HLGameRules::PlayerSpawn(base_player pp)
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HLGameRules::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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@ -120,7 +120,7 @@ HLGameRules::PlayerSpawn(base_player pp)
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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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@ -165,7 +165,7 @@ 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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@ -215,7 +215,7 @@ 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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player pl = (player)pp;
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@ -232,14 +232,14 @@ HLGameRules::PlayerPostFrame(base_player pp)
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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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@ -253,14 +253,14 @@ 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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}
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void
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HLGameRules::ScientistKill(base_player pp, entity sci)
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HLGameRules::ScientistKill(NSClientPlayer pp, entity sci)
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{
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player pl = (player)pp;
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/* obituary networking */
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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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/* Weapon specific */
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PREDICTED_INT(glock_mag);
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@ -111,7 +111,7 @@ 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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@ -192,7 +192,7 @@ 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(glock_mag);
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SAVE_STATE(mp5_mag);
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@ -242,7 +242,7 @@ 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(glock_mag);
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ROLL_BACK(mp5_mag);
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@ -286,7 +286,7 @@ 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 (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net)
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@ -421,7 +421,7 @@ 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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