Adjust naming against upstream.

This commit is contained in:
Marco Cawthorne 2022-05-11 12:51:53 -07:00
parent 707d1bd31e
commit 60eaae7b2b
Signed by: eukara
GPG key ID: C196CD8BA993248A
13 changed files with 78 additions and 85 deletions

View file

@ -33,5 +33,5 @@ void
ClientGame_EntityRemove(void)
{
if (self.classname == "player")
Player_DestroyWeaponModel((base_player) self);
Player_DestroyWeaponModel((NSClientPlayer) self);
}

View file

@ -90,7 +90,7 @@ string g_pbones[] =
};
void
Player_HandleWeaponModel(base_player pp, float thirdperson)
Player_HandleWeaponModel(NSClientPlayer pp, float thirdperson)
{
player pl = (player)pp;
@ -164,11 +164,11 @@ Player_DestroyWeaponModel(entity pp)
}
//TAGGG - NOTE! In case it ever matters, parameter "base_player pl" renamed to "base_player pp".
//TAGGG - NOTE! In case it ever matters, parameter "NSClientPlayer pl" renamed to "NSClientPlayer pp".
// Doubt it ever should, no idea if FTE would complain about a discrepency between prototype and
// implementation parameter names if that ever happened.
void
Player_PreDraw(base_player pp, int thirdperson)
Player_PreDraw(NSClientPlayer pp, int thirdperson)
{
player pl = (player)pp;

View file

@ -485,7 +485,7 @@ TS_View_DrawExtraEffects(player pl, int thirdperson)
//int thirdperson = (autocvar_cl_thirdperson == TRUE || this.entnum != player_localentnum);
//base_player pp = (base_player)this;
//NSClientPlayer pp = (NSClientPlayer)this;
BOOL canRenderFlashlight = FALSE;
BOOL canRenderLaserSight = FALSE;

View file

@ -24,7 +24,7 @@
void
Damage_Apply(entity t, entity c, float dmg, int w, damageType_t type)
{
base_player tp = (base_player)t;
NSClientPlayer tp = (NSClientPlayer)t;
CGameRules rules = (CGameRules)g_grMode;

View file

@ -58,24 +58,24 @@ class player;
class TSGameRules:CGameRules
{
virtual void(base_player) PlayerConnect;
virtual void(base_player) PlayerDisconnect;
virtual void(base_player) PlayerKill;
virtual void(base_player) PlayerPreFrame;
virtual void(base_player) PlayerPostFrame;
virtual void(base_player) PlayerDeath;
virtual void(base_player) PlayerPain;
virtual void(NSClientPlayer) PlayerConnect;
virtual void(NSClientPlayer) PlayerDisconnect;
virtual void(NSClientPlayer) PlayerKill;
virtual void(NSClientPlayer) PlayerPreFrame;
virtual void(NSClientPlayer) PlayerPostFrame;
virtual void(NSClientPlayer) PlayerDeath;
virtual void(NSClientPlayer) PlayerPain;
virtual void(base_player) LevelDecodeParms;
virtual void(base_player) LevelChangeParms;
virtual void(NSClientPlayer) LevelDecodeParms;
virtual void(NSClientPlayer) LevelChangeParms;
virtual void(void) LevelNewParms;
};
class TSSingleplayerRules:TSGameRules
{
/* client */
virtual void(base_player) PlayerSpawn;
virtual void(base_player) PlayerDeath;
virtual void(NSClientPlayer) PlayerSpawn;
virtual void(NSClientPlayer) PlayerDeath;
};
class TSMultiplayerRules:TSGameRules
@ -92,12 +92,12 @@ class TSMultiplayerRules:TSGameRules
virtual void(void) FrameStart;
/* client */
virtual void(base_player) PlayerDisconnect;
virtual void(base_player) PlayerSpawn;
virtual void(base_player) PlayerPreFrame;
virtual void(base_player) PlayerPostFrame;
virtual void(base_player) PlayerDeath;
virtual float(base_player, string) ConsoleCommand;
virtual void(NSClientPlayer) PlayerDisconnect;
virtual void(NSClientPlayer) PlayerSpawn;
virtual void(NSClientPlayer) PlayerPreFrame;
virtual void(NSClientPlayer) PlayerPostFrame;
virtual void(NSClientPlayer) PlayerDeath;
virtual float(NSClientPlayer, string) ConsoleCommand;
virtual void(float, int) TimerBegin;
virtual void(void) TimerUpdate;
@ -105,19 +105,19 @@ class TSMultiplayerRules:TSGameRules
virtual void(int, int, int) RoundOver;
virtual void(int) RestartRound;
virtual void(base_player) DeathCheck;
virtual void(NSClientPlayer) DeathCheck;
virtual void(void) CountPlayers;
//virtual void(void) SwitchTeams;
virtual void(void) TimeOut;
virtual void(player pl) MakePlayerInvisible;
virtual void(base_player) PlayerMakePlayable;
virtual void(base_player pp) PlayerMakePlayableWithDefaultMoney;
virtual void(base_player) PlayerMakeSpectator;
virtual void(base_player) PlayerMakeSpectatorAndNotify;
virtual void(base_player pp) PlayerMakeSpectatorDelayed;
virtual void(base_player, int) PlayerRespawn;
virtual void(NSClientPlayer) PlayerMakePlayable;
virtual void(NSClientPlayer pp) PlayerMakePlayableWithDefaultMoney;
virtual void(NSClientPlayer) PlayerMakeSpectator;
virtual void(NSClientPlayer) PlayerMakeSpectatorAndNotify;
virtual void(NSClientPlayer pp) PlayerMakeSpectatorDelayed;
virtual void(NSClientPlayer, int) PlayerRespawn;
virtual entity(float) PlayerFindSpawn;
virtual void(player pl) setPlayerMoneyDefault;

View file

@ -52,12 +52,12 @@ var float global_nextBreakableRespawn = 0;
void
TSGameRules::PlayerDeath(base_player pp)
TSGameRules::PlayerDeath(NSClientPlayer pp)
{
}
void
TSGameRules::PlayerPain(base_player pp)
TSGameRules::PlayerPain(NSClientPlayer pp)
{
// Why was this using "self" instead of the "pp"? haha.. the pp.
// Also this is completely new to FreeCS and probably FreeHL. ?
@ -69,7 +69,7 @@ TSGameRules::PlayerPain(base_player pp)
// CRITICAL. Do any new player vars need to be copied too,
// same for LevelChangeParams further down?
void
TSGameRules::LevelDecodeParms(base_player pp)
TSGameRules::LevelDecodeParms(NSClientPlayer pp)
{
player pl = (player)pp;
g_landmarkpos[0] = parm1;
@ -120,7 +120,7 @@ TSGameRules::LevelDecodeParms(base_player pp)
}
void
TSGameRules::LevelChangeParms(base_player pp)
TSGameRules::LevelChangeParms(NSClientPlayer pp)
{
player pl = (player)pp;
parm1 = g_landmarkpos[0];
@ -183,7 +183,7 @@ TSGameRules::LevelNewParms(void)
// NEW. Need PlayerPreFrame as well.
void
TSGameRules::PlayerPreFrame(base_player pp)
TSGameRules::PlayerPreFrame(NSClientPlayer pp)
{
// Is this null check redundant?
if(pp != NULL){
@ -194,7 +194,7 @@ TSGameRules::PlayerPreFrame(base_player pp)
}
void
TSGameRules::PlayerPostFrame(base_player pp)
TSGameRules::PlayerPostFrame(NSClientPlayer pp)
{
//TAGGG - NEW
// Is this null check redundant?
@ -206,14 +206,14 @@ TSGameRules::PlayerPostFrame(base_player pp)
}
void
TSGameRules::PlayerConnect(base_player pl)
TSGameRules::PlayerConnect(NSClientPlayer pl)
{
if (Plugin_PlayerConnect(pl) == FALSE)
bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
}
void
TSGameRules::PlayerDisconnect(base_player pl)
TSGameRules::PlayerDisconnect(NSClientPlayer pl)
{
if (Plugin_PlayerDisconnect(pl) == FALSE)
bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
@ -235,7 +235,7 @@ TSGameRules::PlayerDisconnect(base_player pl)
}
void
TSGameRules::PlayerKill(base_player pl)
TSGameRules::PlayerKill(NSClientPlayer pl)
{
//because we are TS.
//Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);

View file

@ -149,7 +149,7 @@ TSMultiplayerRules::FrameStart(void)
void
TSMultiplayerRules::PlayerPreFrame(base_player pp)
TSMultiplayerRules::PlayerPreFrame(NSClientPlayer pp)
{
TSGameRules::PlayerPreFrame(pp);
@ -171,7 +171,7 @@ TSMultiplayerRules::PlayerPreFrame(base_player pp)
}
void
TSMultiplayerRules::PlayerPostFrame(base_player pp)
TSMultiplayerRules::PlayerPostFrame(NSClientPlayer pp)
{
// Anything else?
TSGameRules::PlayerPostFrame(pp);
@ -179,7 +179,7 @@ TSMultiplayerRules::PlayerPostFrame(base_player pp)
void
TSMultiplayerRules::PlayerDisconnect(base_player pp)
TSMultiplayerRules::PlayerDisconnect(NSClientPlayer pp)
{
//TAGGG - no parent method call? Really?
TSGameRules::PlayerDisconnect(pp);
@ -191,7 +191,7 @@ TSMultiplayerRules::PlayerDisconnect(base_player pp)
void
TSMultiplayerRules::PlayerDeath(base_player pp)
TSMultiplayerRules::PlayerDeath(NSClientPlayer pp)
{
TSGameRules::PlayerDeath(pp);
@ -376,7 +376,7 @@ TSMultiplayerRules::PlayerDeath(base_player pp)
float
TSMultiplayerRules::ConsoleCommand(base_player pp, string cmd)
TSMultiplayerRules::ConsoleCommand(NSClientPlayer pp, string cmd)
{
tokenize(cmd);
@ -662,7 +662,7 @@ TSMultiplayerRules::RestartRound(int iWipe)
// From FreeCS, to check if all players on a team are dead for doing something
// gamerules-wise like ending in the other side's favor.
void
TSMultiplayerRules::DeathCheck(base_player pl)
TSMultiplayerRules::DeathCheck(NSClientPlayer pl)
{
@ -777,7 +777,7 @@ Called whenever a player survived a round and needs a basic respawn.
=================
*/
void
TSMultiplayerRules::PlayerRespawn(base_player pp, int fTeam)
TSMultiplayerRules::PlayerRespawn(NSClientPlayer pp, int fTeam)
{
entity eSpawn;
vector myOrigin;
@ -975,16 +975,9 @@ MakePlayable(entity targ)
self = oself;
}
static void
MakeSpectator(entity targ)
{
entity oself = self;
self = targ;
spawnfunc_spectator();
self = oself;
}
void
TSMultiplayerRules::PlayerMakePlayable(base_player pp)
TSMultiplayerRules::PlayerMakePlayable(NSClientPlayer pp)
{
player pl = (player)pp;
@ -998,7 +991,7 @@ TSMultiplayerRules::PlayerMakePlayable(base_player pp)
void
TSMultiplayerRules::PlayerMakePlayableWithDefaultMoney(base_player pp){
TSMultiplayerRules::PlayerMakePlayableWithDefaultMoney(NSClientPlayer pp){
player pl = (player)pp;
PlayerMakePlayable(pp);
setPlayerMoneyDefault(pl);
@ -1007,7 +1000,7 @@ TSMultiplayerRules::PlayerMakePlayableWithDefaultMoney(base_player pp){
void
TSMultiplayerRules::PlayerMakeSpectatorAndNotify(base_player pp){
TSMultiplayerRules::PlayerMakeSpectatorAndNotify(NSClientPlayer pp){
PlayerMakeSpectator(pp);
@ -1021,7 +1014,7 @@ TSMultiplayerRules::PlayerMakeSpectatorAndNotify(base_player pp){
// Turns the player into a fake spectator (open buymenu and fire to spawn
// when its closed)
void
TSMultiplayerRules::PlayerMakeSpectator(base_player pp)
TSMultiplayerRules::PlayerMakeSpectator(NSClientPlayer pp)
{
player pl = (player)pp;
@ -1052,7 +1045,7 @@ TSMultiplayerRules::PlayerMakeSpectator(base_player pp)
// Similar to above, but mimicks the FreeCS way of setting the
// "think" to a tiny method that calls spawnfunc_spectator.
void
TSMultiplayerRules::PlayerMakeSpectatorDelayed(base_player pp)
TSMultiplayerRules::PlayerMakeSpectatorDelayed(NSClientPlayer pp)
{
// Nevermind, this has no significance anymore with the client entity change no longer
// happening. Redirect to the normal version
@ -1071,7 +1064,7 @@ Called on the client first joining the server.
// NOTE - this is as said above, fist time connecting to a server.
// NOT spawning ingame with collision, weapon viewmodel, seen by other players, etc.
void
TSMultiplayerRules::PlayerSpawn(base_player pp)
TSMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
{
player pl = (player)pp;
@ -1079,7 +1072,7 @@ TSMultiplayerRules::PlayerSpawn(base_player pp)
// Apparently the player already arrives as a "player", a Nuclide-implemented event called
// ClientConnect makes the client entity a "player" by using spawnfunc.
// Having the "player" class available that early makes me wonder why "base_player" is used so
// Having the "player" class available that early makes me wonder why "NSClientPlayer" is used so
// often in implemented methods, but not an issue.
// ClientConnect is called before PutClientInServer (the one that leads to the gamerules
// PlayerSpawn, right here), just for info.

View file

@ -20,7 +20,7 @@
// instead, 99% of the stuff does not care about being multiplayer.
void
TSSingleplayerRules::PlayerDeath(base_player pp)
TSSingleplayerRules::PlayerDeath(NSClientPlayer pp)
{
TSGameRules::PlayerDeath(pp);
@ -62,7 +62,7 @@ TSSingleplayerRules::PlayerDeath(base_player pp)
}
void
TSSingleplayerRules::PlayerSpawn(base_player pp)
TSSingleplayerRules::PlayerSpawn(NSClientPlayer pp)
{
pp.classname = "player";
pp.health = pp.max_health = 100;

View file

@ -44,7 +44,7 @@ enum PLAYER_STATE{
#define SAVE_STATE_ARRAY_MEMBER(ary, i, sub) x ##_net = x // did not do
*/
class player:base_player
class player:NSClientPlayer
{
#ifdef CLIENT

View file

@ -87,7 +87,7 @@ void
player::ReceiveEntity(float new, float fl)
{
/* the generic client attributes */
base_player::ReceiveEntity(new, fl);
NSClientPlayer::ReceiveEntity(new, fl);
@ -395,7 +395,7 @@ player::PredictPreFrame(void)
/* the generic client attributes */
base_player::PredictPreFrame();
NSClientPlayer::PredictPreFrame();
// client's way of calling prethink
@ -508,7 +508,7 @@ player::PredictPostFrame(void)
/* the generic client attributes */
base_player::PredictPostFrame();
NSClientPlayer::PredictPostFrame();
// client's way of calling postthink
postThink();
@ -608,7 +608,7 @@ player::EvaluateEntity(void)
{
/* the generic client attributes */
base_player::EvaluateEntity();
NSClientPlayer::EvaluateEntity();
int i;
int myAmmoType;
@ -789,7 +789,7 @@ player::SendEntity(entity ePEnt, float fChanged)
WriteFloat(MSG_ENTITY, fChanged);
/* the generic client attributes */
base_player::SendEntity(ePEnt, fChanged);
NSClientPlayer::SendEntity(ePEnt, fChanged);
int i;

View file

@ -25,7 +25,7 @@
// This file was the source of the "GamePMove_..." format physics methods.
// Now, the new base_player-overridable forms are used.
// Now, the new NSClientPlayer-overridable forms are used.
// Also, some physics constants can be overridden like so:
// #define PMOVE_STEPHEIGHT 18
@ -35,7 +35,7 @@
// First something config-oriented. If uncommented, a modified clone of Nuclide's
// base_player::Physics_Crouch (overridden by player) is used to insert the checks for
// NSClientPlayer::Physics_Crouch (overridden by player) is used to insert the checks for
// stopping uncrouching too soon after certain melee attacks. Example: katana melee attack.
// Otherwise, a simpler way is done: in player::Physics_InputPreMove, force INPUT_BUTTON8
// if the uncrouch block has not expired.
@ -61,8 +61,8 @@ const vector VEC_CHULL_MAX = [16,16,18];
// Simplified view of major physics method changes:
/*
PMove_Run -> base_player::Physics_Run
PMove_AccelJump -> base_player::Physics_CheckJump
PMove_Run -> NSClientPlayer::Physics_Run
PMove_AccelJump -> NSClientPlayer::Physics_CheckJump
PMove_Acceleration -> PMoveCustom_Acceleration
*/
@ -97,7 +97,7 @@ void TS_Physics_LedgeCheck(player pl);
void
player::Physics_Fall(float flDownforce)
{
//base_player::Physics_Fall(flDownforce);
//NSClientPlayer::Physics_Fall(flDownforce);
if (flDownforce > 580) {
#ifdef SERVER
@ -127,7 +127,7 @@ player::Physics_Crouch(void)
{
#ifndef UNCROUCHBLOCK_FORKED
// 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){

View file

@ -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

View file

@ -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.
/*