Convert all classes to use the new parent names. The old ones were marked for deprecation long ago.
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0f77b36804
commit
707d1bd31e
5 changed files with 14 additions and 14 deletions
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@ -77,7 +77,7 @@ Damage_Apply(entity t, entity c, float dmg, int w, damageType_t type)
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t.health = t.max_health;
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}
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CBaseEntity s = (CBaseEntity)t;
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NSSurfacePropEntity s = (NSSurfacePropEntity)t;
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if (s.health <= 0) {
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if (s.flags & FL_CLIENT) {
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@ -21,7 +21,7 @@ enum pwuptype_choice{
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#ifdef SERVER
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class CTSPowerUp:CBaseEntity{
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class CTSPowerUp:NSRenderableEntity{
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//key values?
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pwuptype_choice m_ePwuptype;
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@ -61,9 +61,9 @@ CTSPowerUp::CTSPowerUp(void)
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// And why don't we just receive these as name/value pairs like clientside does?
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// I HAVE NO CLUE.
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// And is it a problem we never call CBaseEntity's constructor?
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// And is it a problem we never call NSRenderableEntity's constructor?
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// If we did it would read every single field that way, in addition to us
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// reading every single field here, just to get info that the CBaseEntity expects
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// reading every single field here, just to get info that the NSRenderableEntity expects
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// (origin) and what CTSPowerUp expects. Not efficient!
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@ -148,7 +148,7 @@ CTSPowerUp::CustomInit(void)
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//takedamage = DAMAGE_NO;
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// start at where I spawned, already recorded by CBaseEntity for us.
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// start at where I spawned, already recorded by NSRenderableEntity for us.
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origin = GetSpawnOrigin();
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// Tone the gravity down to see them fall better / prove their positions are reset on spawn.
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@ -287,7 +287,7 @@ CTSPowerUp::touch(void)
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if(this.expireTime == -1){
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//pre-placed by the map? Create the illusion we disappeared.
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CBaseEntity::Hide();
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NSRenderableEntity::Hide();
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this.alreadyPickedUp = TRUE;
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//respawn 'm_iPwupduration seconds from now, often 60 (at least it is in ts_bikini)
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@ -459,7 +459,7 @@ CTSPowerUp::declareDisposable(void)
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#ifdef CLIENT
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class CTSPowerUp:CBaseEntity{
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class CTSPowerUp:NSRenderableEntity{
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//key values?
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pwuptype_choice m_ePwuptype;
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@ -498,7 +498,7 @@ void
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CTSPowerUp::Initialized(void)
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{
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//base method is empty, this is pointless
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//CBaseEntity::Initialized();
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//NSRenderableEntity::Initialized();
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// until the server tells us!
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dataID = POWERUP_ID::NONE;
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@ -741,7 +741,7 @@ CTSPowerUp::SpawnKey(string strField, string strKey)
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break;
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*/
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default:
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CBaseEntity::SpawnKey(strField, strKey);
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NSRenderableEntity::SpawnKey(strField, strKey);
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}
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}
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@ -48,7 +48,7 @@ TSMultiplayerRules::RespawnMain(void){
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// If anything can potentially be out of alignment since round-start that should be returned that way,
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// go ahead and call respawn for that classname too
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for (entity a = world; (a = findfloat(a, ::identity, 1));) {
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CBaseEntity ent = (CBaseEntity)a;
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NSEntity ent = (NSEntity)a;
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// Not a player, spectator, or viewmodel (if it's even possible to run into those this way)? Go ahead
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if(
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!(ent.classname == "player" || ent.classname == "spectator" || ent.classname == "vm")
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@ -95,7 +95,7 @@ TSMultiplayerRules::RespawnRoutine(void){
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//for (entity a = world; (a = findfloat(a, ::gflags, GF_CANRESPAWN));) {
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for (entity a = world; (a = findfloat(a, ::identity, IDENTITY_CANRESPAWN));) {
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CBaseEntity caw = (CBaseEntity)a;
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NSEntity caw = (NSEntity)a;
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if(caw.classname == "func_breakable"){
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caw.Respawn();
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}
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@ -642,7 +642,7 @@ TSMultiplayerRules::RestartRound(int iWipe)
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/*
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// actually not necessary, all map powerups get the same GF_CANRESPAWN flag anyway.
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for (entity eFind = world; (eFind = find(eFind, classname, "ts_powerup"));) {
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CBaseEntity caw = (CBaseEntity)eFind;
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NSEntity caw = (NSEntity)eFind;
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caw.Respawn();
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}
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*/
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@ -21,7 +21,7 @@
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// Although that could fill in Nuclide's expected item_pickup and let anything in-map
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// redirect to this if that were preferred.
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class item_pickup:CBaseTrigger
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class item_pickup:NSRenderableEntity
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{
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int m_iClip;
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int m_iWasDropped;
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@ -19,7 +19,7 @@
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/* This is one of those leftovers from trying to get a game out in time */
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class world_items:CBaseTrigger
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class world_items:NSRenderableEntity
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{
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void(void) world_items;
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};
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