Adjust naming against upstream.
This commit is contained in:
parent
707d1bd31e
commit
60eaae7b2b
13 changed files with 78 additions and 85 deletions
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@ -33,5 +33,5 @@ void
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ClientGame_EntityRemove(void)
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{
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if (self.classname == "player")
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Player_DestroyWeaponModel((base_player) self);
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Player_DestroyWeaponModel((NSClientPlayer) self);
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}
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@ -90,7 +90,7 @@ string g_pbones[] =
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};
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void
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Player_HandleWeaponModel(base_player pp, float thirdperson)
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Player_HandleWeaponModel(NSClientPlayer pp, float thirdperson)
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{
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player pl = (player)pp;
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@ -164,11 +164,11 @@ Player_DestroyWeaponModel(entity pp)
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}
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//TAGGG - NOTE! In case it ever matters, parameter "base_player pl" renamed to "base_player pp".
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//TAGGG - NOTE! In case it ever matters, parameter "NSClientPlayer pl" renamed to "NSClientPlayer pp".
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// Doubt it ever should, no idea if FTE would complain about a discrepency between prototype and
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// implementation parameter names if that ever happened.
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void
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Player_PreDraw(base_player pp, int thirdperson)
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Player_PreDraw(NSClientPlayer pp, int thirdperson)
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{
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player pl = (player)pp;
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@ -485,7 +485,7 @@ TS_View_DrawExtraEffects(player pl, int thirdperson)
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//int thirdperson = (autocvar_cl_thirdperson == TRUE || this.entnum != player_localentnum);
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//base_player pp = (base_player)this;
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//NSClientPlayer pp = (NSClientPlayer)this;
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BOOL canRenderFlashlight = FALSE;
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BOOL canRenderLaserSight = FALSE;
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@ -24,7 +24,7 @@
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void
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Damage_Apply(entity t, entity c, float dmg, int w, damageType_t type)
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{
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base_player tp = (base_player)t;
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NSClientPlayer tp = (NSClientPlayer)t;
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CGameRules rules = (CGameRules)g_grMode;
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@ -58,24 +58,24 @@ class player;
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class TSGameRules:CGameRules
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{
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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) PlayerPreFrame;
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virtual void(base_player) PlayerPostFrame;
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virtual void(base_player) PlayerDeath;
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virtual void(base_player) PlayerPain;
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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) PlayerPreFrame;
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virtual void(NSClientPlayer) PlayerPostFrame;
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virtual void(NSClientPlayer) PlayerDeath;
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virtual void(NSClientPlayer) PlayerPain;
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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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};
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class TSSingleplayerRules:TSGameRules
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{
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/* client */
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virtual void(base_player) PlayerSpawn;
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virtual void(base_player) PlayerDeath;
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virtual void(NSClientPlayer) PlayerSpawn;
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virtual void(NSClientPlayer) PlayerDeath;
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};
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class TSMultiplayerRules:TSGameRules
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@ -92,12 +92,12 @@ class TSMultiplayerRules:TSGameRules
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virtual void(void) FrameStart;
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/* client */
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virtual void(base_player) PlayerDisconnect;
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virtual void(base_player) PlayerSpawn;
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virtual void(base_player) PlayerPreFrame;
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virtual void(base_player) PlayerPostFrame;
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virtual void(base_player) PlayerDeath;
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virtual float(base_player, string) ConsoleCommand;
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virtual void(NSClientPlayer) PlayerDisconnect;
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virtual void(NSClientPlayer) PlayerSpawn;
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virtual void(NSClientPlayer) PlayerPreFrame;
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virtual void(NSClientPlayer) PlayerPostFrame;
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virtual void(NSClientPlayer) PlayerDeath;
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virtual float(NSClientPlayer, string) ConsoleCommand;
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virtual void(float, int) TimerBegin;
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virtual void(void) TimerUpdate;
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@ -105,19 +105,19 @@ class TSMultiplayerRules:TSGameRules
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virtual void(int, int, int) RoundOver;
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virtual void(int) RestartRound;
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virtual void(base_player) DeathCheck;
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virtual void(NSClientPlayer) DeathCheck;
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virtual void(void) CountPlayers;
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//virtual void(void) SwitchTeams;
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virtual void(void) TimeOut;
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virtual void(player pl) MakePlayerInvisible;
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virtual void(base_player) PlayerMakePlayable;
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virtual void(base_player pp) PlayerMakePlayableWithDefaultMoney;
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virtual void(base_player) PlayerMakeSpectator;
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virtual void(base_player) PlayerMakeSpectatorAndNotify;
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virtual void(base_player pp) PlayerMakeSpectatorDelayed;
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virtual void(base_player, int) PlayerRespawn;
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virtual void(NSClientPlayer) PlayerMakePlayable;
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virtual void(NSClientPlayer pp) PlayerMakePlayableWithDefaultMoney;
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virtual void(NSClientPlayer) PlayerMakeSpectator;
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virtual void(NSClientPlayer) PlayerMakeSpectatorAndNotify;
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virtual void(NSClientPlayer pp) PlayerMakeSpectatorDelayed;
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virtual void(NSClientPlayer, int) PlayerRespawn;
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virtual entity(float) PlayerFindSpawn;
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virtual void(player pl) setPlayerMoneyDefault;
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@ -52,12 +52,12 @@ var float global_nextBreakableRespawn = 0;
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void
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TSGameRules::PlayerDeath(base_player pp)
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TSGameRules::PlayerDeath(NSClientPlayer pp)
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{
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}
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void
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TSGameRules::PlayerPain(base_player pp)
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TSGameRules::PlayerPain(NSClientPlayer pp)
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{
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// Why was this using "self" instead of the "pp"? haha.. the pp.
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// Also this is completely new to FreeCS and probably FreeHL. ?
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@ -69,7 +69,7 @@ TSGameRules::PlayerPain(base_player pp)
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// CRITICAL. Do any new player vars need to be copied too,
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// same for LevelChangeParams further down?
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void
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TSGameRules::LevelDecodeParms(base_player pp)
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TSGameRules::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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@ -120,7 +120,7 @@ TSGameRules::LevelDecodeParms(base_player pp)
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}
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void
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TSGameRules::LevelChangeParms(base_player pp)
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TSGameRules::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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@ -183,7 +183,7 @@ TSGameRules::LevelNewParms(void)
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// NEW. Need PlayerPreFrame as well.
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void
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TSGameRules::PlayerPreFrame(base_player pp)
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TSGameRules::PlayerPreFrame(NSClientPlayer pp)
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{
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// Is this null check redundant?
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if(pp != NULL){
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@ -194,7 +194,7 @@ TSGameRules::PlayerPreFrame(base_player pp)
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}
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void
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TSGameRules::PlayerPostFrame(base_player pp)
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TSGameRules::PlayerPostFrame(NSClientPlayer pp)
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{
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//TAGGG - NEW
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// Is this null check redundant?
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@ -206,14 +206,14 @@ TSGameRules::PlayerPostFrame(base_player pp)
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}
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void
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TSGameRules::PlayerConnect(base_player pl)
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TSGameRules::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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TSGameRules::PlayerDisconnect(base_player pl)
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TSGameRules::PlayerDisconnect(NSClientPlayer pl)
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{
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if (Plugin_PlayerDisconnect(pl) == FALSE)
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bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
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@ -235,7 +235,7 @@ TSGameRules::PlayerDisconnect(base_player pl)
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}
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void
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TSGameRules::PlayerKill(base_player pl)
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TSGameRules::PlayerKill(NSClientPlayer pl)
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{
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//because we are TS.
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//Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
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@ -149,7 +149,7 @@ TSMultiplayerRules::FrameStart(void)
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void
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TSMultiplayerRules::PlayerPreFrame(base_player pp)
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TSMultiplayerRules::PlayerPreFrame(NSClientPlayer pp)
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{
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TSGameRules::PlayerPreFrame(pp);
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@ -171,7 +171,7 @@ TSMultiplayerRules::PlayerPreFrame(base_player pp)
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}
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void
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TSMultiplayerRules::PlayerPostFrame(base_player pp)
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TSMultiplayerRules::PlayerPostFrame(NSClientPlayer pp)
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{
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// Anything else?
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TSGameRules::PlayerPostFrame(pp);
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@ -179,7 +179,7 @@ TSMultiplayerRules::PlayerPostFrame(base_player pp)
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void
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TSMultiplayerRules::PlayerDisconnect(base_player pp)
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TSMultiplayerRules::PlayerDisconnect(NSClientPlayer pp)
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{
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//TAGGG - no parent method call? Really?
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TSGameRules::PlayerDisconnect(pp);
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@ -191,7 +191,7 @@ TSMultiplayerRules::PlayerDisconnect(base_player pp)
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void
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TSMultiplayerRules::PlayerDeath(base_player pp)
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TSMultiplayerRules::PlayerDeath(NSClientPlayer pp)
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{
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TSGameRules::PlayerDeath(pp);
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@ -376,7 +376,7 @@ TSMultiplayerRules::PlayerDeath(base_player pp)
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float
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TSMultiplayerRules::ConsoleCommand(base_player pp, string cmd)
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TSMultiplayerRules::ConsoleCommand(NSClientPlayer pp, string cmd)
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{
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tokenize(cmd);
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@ -662,7 +662,7 @@ TSMultiplayerRules::RestartRound(int iWipe)
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// From FreeCS, to check if all players on a team are dead for doing something
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// gamerules-wise like ending in the other side's favor.
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void
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TSMultiplayerRules::DeathCheck(base_player pl)
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TSMultiplayerRules::DeathCheck(NSClientPlayer pl)
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{
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@ -777,7 +777,7 @@ Called whenever a player survived a round and needs a basic respawn.
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=================
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*/
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void
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TSMultiplayerRules::PlayerRespawn(base_player pp, int fTeam)
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TSMultiplayerRules::PlayerRespawn(NSClientPlayer pp, int fTeam)
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{
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entity eSpawn;
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vector myOrigin;
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@ -975,16 +975,9 @@ MakePlayable(entity targ)
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self = oself;
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}
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static void
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MakeSpectator(entity targ)
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{
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entity oself = self;
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self = targ;
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spawnfunc_spectator();
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self = oself;
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}
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void
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TSMultiplayerRules::PlayerMakePlayable(base_player pp)
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TSMultiplayerRules::PlayerMakePlayable(NSClientPlayer pp)
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{
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player pl = (player)pp;
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@ -998,7 +991,7 @@ TSMultiplayerRules::PlayerMakePlayable(base_player pp)
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void
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TSMultiplayerRules::PlayerMakePlayableWithDefaultMoney(base_player pp){
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TSMultiplayerRules::PlayerMakePlayableWithDefaultMoney(NSClientPlayer pp){
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player pl = (player)pp;
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PlayerMakePlayable(pp);
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setPlayerMoneyDefault(pl);
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@ -1007,7 +1000,7 @@ TSMultiplayerRules::PlayerMakePlayableWithDefaultMoney(base_player pp){
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void
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TSMultiplayerRules::PlayerMakeSpectatorAndNotify(base_player pp){
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TSMultiplayerRules::PlayerMakeSpectatorAndNotify(NSClientPlayer pp){
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PlayerMakeSpectator(pp);
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@ -1021,7 +1014,7 @@ TSMultiplayerRules::PlayerMakeSpectatorAndNotify(base_player pp){
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// Turns the player into a fake spectator (open buymenu and fire to spawn
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// when its closed)
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void
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TSMultiplayerRules::PlayerMakeSpectator(base_player pp)
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TSMultiplayerRules::PlayerMakeSpectator(NSClientPlayer pp)
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{
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player pl = (player)pp;
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@ -1052,7 +1045,7 @@ TSMultiplayerRules::PlayerMakeSpectator(base_player pp)
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// Similar to above, but mimicks the FreeCS way of setting the
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// "think" to a tiny method that calls spawnfunc_spectator.
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void
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TSMultiplayerRules::PlayerMakeSpectatorDelayed(base_player pp)
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TSMultiplayerRules::PlayerMakeSpectatorDelayed(NSClientPlayer pp)
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{
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// Nevermind, this has no significance anymore with the client entity change no longer
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// happening. Redirect to the normal version
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@ -1071,7 +1064,7 @@ Called on the client first joining the server.
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// NOTE - this is as said above, fist time connecting to a server.
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// NOT spawning ingame with collision, weapon viewmodel, seen by other players, etc.
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void
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TSMultiplayerRules::PlayerSpawn(base_player pp)
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TSMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
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{
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player pl = (player)pp;
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@ -1079,7 +1072,7 @@ TSMultiplayerRules::PlayerSpawn(base_player pp)
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// Apparently the player already arrives as a "player", a Nuclide-implemented event called
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// ClientConnect makes the client entity a "player" by using spawnfunc.
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// Having the "player" class available that early makes me wonder why "base_player" is used so
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// Having the "player" class available that early makes me wonder why "NSClientPlayer" is used so
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// often in implemented methods, but not an issue.
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// ClientConnect is called before PutClientInServer (the one that leads to the gamerules
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// PlayerSpawn, right here), just for info.
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@ -20,7 +20,7 @@
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// instead, 99% of the stuff does not care about being multiplayer.
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void
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TSSingleplayerRules::PlayerDeath(base_player pp)
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TSSingleplayerRules::PlayerDeath(NSClientPlayer pp)
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{
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TSGameRules::PlayerDeath(pp);
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@ -62,7 +62,7 @@ TSSingleplayerRules::PlayerDeath(base_player pp)
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}
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void
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TSSingleplayerRules::PlayerSpawn(base_player pp)
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TSSingleplayerRules::PlayerSpawn(NSClientPlayer pp)
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{
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pp.classname = "player";
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pp.health = pp.max_health = 100;
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@ -44,7 +44,7 @@ enum PLAYER_STATE{
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#define SAVE_STATE_ARRAY_MEMBER(ary, i, sub) x ##_net = x // did not do
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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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#ifdef CLIENT
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@ -87,7 +87,7 @@ void
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player::ReceiveEntity(float new, float fl)
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{
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/* the generic client attributes */
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base_player::ReceiveEntity(new, fl);
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NSClientPlayer::ReceiveEntity(new, fl);
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@ -395,7 +395,7 @@ player::PredictPreFrame(void)
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/* the generic client attributes */
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base_player::PredictPreFrame();
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NSClientPlayer::PredictPreFrame();
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// client's way of calling prethink
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@ -508,7 +508,7 @@ player::PredictPostFrame(void)
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/* the generic client attributes */
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base_player::PredictPostFrame();
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NSClientPlayer::PredictPostFrame();
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// client's way of calling postthink
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postThink();
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@ -608,7 +608,7 @@ player::EvaluateEntity(void)
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{
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/* the generic client attributes */
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base_player::EvaluateEntity();
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NSClientPlayer::EvaluateEntity();
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int i;
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int myAmmoType;
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@ -789,7 +789,7 @@ player::SendEntity(entity ePEnt, float fChanged)
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WriteFloat(MSG_ENTITY, fChanged);
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/* the generic client attributes */
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base_player::SendEntity(ePEnt, fChanged);
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NSClientPlayer::SendEntity(ePEnt, fChanged);
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int i;
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@ -25,7 +25,7 @@
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// This file was the source of the "GamePMove_..." format physics methods.
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// Now, the new base_player-overridable forms are used.
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// Now, the new NSClientPlayer-overridable forms are used.
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// Also, some physics constants can be overridden like so:
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// #define PMOVE_STEPHEIGHT 18
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@ -35,7 +35,7 @@
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// First something config-oriented. If uncommented, a modified clone of Nuclide's
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// base_player::Physics_Crouch (overridden by player) is used to insert the checks for
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// NSClientPlayer::Physics_Crouch (overridden by player) is used to insert the checks for
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// stopping uncrouching too soon after certain melee attacks. Example: katana melee attack.
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// Otherwise, a simpler way is done: in player::Physics_InputPreMove, force INPUT_BUTTON8
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// if the uncrouch block has not expired.
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@ -61,8 +61,8 @@ const vector VEC_CHULL_MAX = [16,16,18];
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// Simplified view of major physics method changes:
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/*
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PMove_Run -> base_player::Physics_Run
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PMove_AccelJump -> base_player::Physics_CheckJump
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PMove_Run -> NSClientPlayer::Physics_Run
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PMove_AccelJump -> NSClientPlayer::Physics_CheckJump
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PMove_Acceleration -> PMoveCustom_Acceleration
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*/
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@ -97,7 +97,7 @@ void TS_Physics_LedgeCheck(player pl);
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void
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player::Physics_Fall(float flDownforce)
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{
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//base_player::Physics_Fall(flDownforce);
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//NSClientPlayer::Physics_Fall(flDownforce);
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if (flDownforce > 580) {
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#ifdef SERVER
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@ -127,7 +127,7 @@ player::Physics_Crouch(void)
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{
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#ifndef UNCROUCHBLOCK_FORKED
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// simple simple
|
||||
base_player::Physics_Crouch();
|
||||
NSClientPlayer::Physics_Crouch();
|
||||
#else
|
||||
// would this be better somewhere, in CSQC_InputFrame or Physics_InputPreMove?
|
||||
// probably the latter to make hacking less rewarding
|
||||
|
@ -191,7 +191,7 @@ player::Physics_Crouch(void)
|
|||
void
|
||||
player::Physics_Jump(void)
|
||||
{
|
||||
//base_player::Physics_Jump();
|
||||
//NSClientPlayer::Physics_Jump();
|
||||
|
||||
|
||||
if (this.waterlevel >= 2) {
|
||||
|
@ -230,7 +230,7 @@ player::Physics_Jump(void)
|
|||
void
|
||||
player::Physics_CheckJump(float premove)
|
||||
{
|
||||
base_player::Physics_CheckJump(premove);
|
||||
NSClientPlayer::Physics_CheckJump(premove);
|
||||
|
||||
if(this.movetype == MOVETYPE_NOCLIP){
|
||||
// no ledge checks
|
||||
|
@ -247,14 +247,14 @@ player::Physics_CheckJump(float premove)
|
|||
void
|
||||
player::Physics_SetViewParms(void)
|
||||
{
|
||||
base_player::Physics_SetViewParms();
|
||||
NSClientPlayer::Physics_SetViewParms();
|
||||
|
||||
}
|
||||
|
||||
void
|
||||
player::Physics_WaterJump(void)
|
||||
{
|
||||
base_player::Physics_WaterJump();
|
||||
NSClientPlayer::Physics_WaterJump();
|
||||
|
||||
}
|
||||
|
||||
|
@ -270,7 +270,7 @@ player::Physics_MaxSpeed(void)
|
|||
|
||||
|
||||
/*
|
||||
float parentResult = base_player::Physics_MaxSpeed();
|
||||
float parentResult = NSClientPlayer::Physics_MaxSpeed();
|
||||
return parentResult;
|
||||
*/
|
||||
|
||||
|
@ -320,7 +320,7 @@ player::Physics_MaxSpeed(void)
|
|||
void
|
||||
player::Physics_InputPreMove(void)
|
||||
{
|
||||
base_player::Physics_InputPreMove();
|
||||
NSClientPlayer::Physics_InputPreMove();
|
||||
|
||||
// IDEA: is changing the speed by inputmove value adjusting better than changing
|
||||
// the max speed for prediction wonkiness (the camera looks to jump around on slowing down
|
||||
|
@ -357,7 +357,7 @@ player::Physics_InputPreMove(void)
|
|||
void
|
||||
player::Physics_InputPostMove(void)
|
||||
{
|
||||
base_player::Physics_InputPostMove();
|
||||
NSClientPlayer::Physics_InputPostMove();
|
||||
|
||||
}
|
||||
|
||||
|
@ -376,7 +376,7 @@ player::Physics_Run(void)
|
|||
this.friction = Game_GetFriction(this);
|
||||
|
||||
// This call is pretty damn important
|
||||
base_player::Physics_Run();
|
||||
NSClientPlayer::Physics_Run();
|
||||
|
||||
|
||||
if(this.movetype == MOVETYPE_NOCLIP){
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
*/
|
||||
|
||||
//TAGGG - Clone of FreeHL's way, which is a clone of Nuclide's way
|
||||
// (base_player::Physics_WaterMove). I'll keep this as a copy too then?
|
||||
// (NSClientPlayer::Physics_WaterMove). I'll keep this as a copy too then?
|
||||
|
||||
|
||||
void
|
||||
|
|
|
@ -1989,7 +1989,7 @@ weapon_precache(weapondata_basic_t* basePRef)
|
|||
|
||||
// Not sure how to handle the "Weapons_UpdateAmmo" calls for FreeTS.
|
||||
// Guessing to leave them dummied as HUD drawing already knows where to grab clip and ammo-pool
|
||||
// values from, the Nuclide base_player's ammo1, 2, 3 vars are never used.
|
||||
// values from, the Nuclide NSClientPlayer's ammo1, 2, 3 vars are never used.
|
||||
//----------------------
|
||||
// More typical way.
|
||||
/*
|
||||
|
|
Loading…
Reference in a new issue