From 707d1bd31ee4d05d5bb135cd1a03bb57bd36f45a Mon Sep 17 00:00:00 2001 From: Marco Hladik Date: Tue, 10 May 2022 15:00:56 -0700 Subject: [PATCH] Convert all classes to use the new parent names. The old ones were marked for deprecation long ago. --- src/server/damage.qc | 2 +- src/server/entity/ts_powerup.qc | 16 ++++++++-------- src/server/gamerules_multiplayer.qc | 6 +++--- src/server/items.h | 2 +- src/server/world_items.qc | 2 +- 5 files changed, 14 insertions(+), 14 deletions(-) diff --git a/src/server/damage.qc b/src/server/damage.qc index e640540..9276081 100644 --- a/src/server/damage.qc +++ b/src/server/damage.qc @@ -77,7 +77,7 @@ Damage_Apply(entity t, entity c, float dmg, int w, damageType_t type) t.health = t.max_health; } - CBaseEntity s = (CBaseEntity)t; + NSSurfacePropEntity s = (NSSurfacePropEntity)t; if (s.health <= 0) { if (s.flags & FL_CLIENT) { diff --git a/src/server/entity/ts_powerup.qc b/src/server/entity/ts_powerup.qc index 3de60e4..3ee9135 100644 --- a/src/server/entity/ts_powerup.qc +++ b/src/server/entity/ts_powerup.qc @@ -21,7 +21,7 @@ enum pwuptype_choice{ #ifdef SERVER -class CTSPowerUp:CBaseEntity{ +class CTSPowerUp:NSRenderableEntity{ //key values? pwuptype_choice m_ePwuptype; @@ -61,9 +61,9 @@ CTSPowerUp::CTSPowerUp(void) // And why don't we just receive these as name/value pairs like clientside does? // I HAVE NO CLUE. - // And is it a problem we never call CBaseEntity's constructor? + // And is it a problem we never call NSRenderableEntity's constructor? // If we did it would read every single field that way, in addition to us - // reading every single field here, just to get info that the CBaseEntity expects + // reading every single field here, just to get info that the NSRenderableEntity expects // (origin) and what CTSPowerUp expects. Not efficient! @@ -148,7 +148,7 @@ CTSPowerUp::CustomInit(void) //takedamage = DAMAGE_NO; - // start at where I spawned, already recorded by CBaseEntity for us. + // start at where I spawned, already recorded by NSRenderableEntity for us. origin = GetSpawnOrigin(); // Tone the gravity down to see them fall better / prove their positions are reset on spawn. @@ -287,7 +287,7 @@ CTSPowerUp::touch(void) if(this.expireTime == -1){ //pre-placed by the map? Create the illusion we disappeared. - CBaseEntity::Hide(); + NSRenderableEntity::Hide(); this.alreadyPickedUp = TRUE; //respawn 'm_iPwupduration seconds from now, often 60 (at least it is in ts_bikini) @@ -459,7 +459,7 @@ CTSPowerUp::declareDisposable(void) #ifdef CLIENT -class CTSPowerUp:CBaseEntity{ +class CTSPowerUp:NSRenderableEntity{ //key values? pwuptype_choice m_ePwuptype; @@ -498,7 +498,7 @@ void CTSPowerUp::Initialized(void) { //base method is empty, this is pointless - //CBaseEntity::Initialized(); + //NSRenderableEntity::Initialized(); // until the server tells us! dataID = POWERUP_ID::NONE; @@ -741,7 +741,7 @@ CTSPowerUp::SpawnKey(string strField, string strKey) break; */ default: - CBaseEntity::SpawnKey(strField, strKey); + NSRenderableEntity::SpawnKey(strField, strKey); } } diff --git a/src/server/gamerules_multiplayer.qc b/src/server/gamerules_multiplayer.qc index a52124e..8a9303d 100644 --- a/src/server/gamerules_multiplayer.qc +++ b/src/server/gamerules_multiplayer.qc @@ -48,7 +48,7 @@ TSMultiplayerRules::RespawnMain(void){ // If anything can potentially be out of alignment since round-start that should be returned that way, // go ahead and call respawn for that classname too for (entity a = world; (a = findfloat(a, ::identity, 1));) { - CBaseEntity ent = (CBaseEntity)a; + NSEntity ent = (NSEntity)a; // Not a player, spectator, or viewmodel (if it's even possible to run into those this way)? Go ahead if( !(ent.classname == "player" || ent.classname == "spectator" || ent.classname == "vm") @@ -95,7 +95,7 @@ TSMultiplayerRules::RespawnRoutine(void){ //for (entity a = world; (a = findfloat(a, ::gflags, GF_CANRESPAWN));) { for (entity a = world; (a = findfloat(a, ::identity, IDENTITY_CANRESPAWN));) { - CBaseEntity caw = (CBaseEntity)a; + NSEntity caw = (NSEntity)a; if(caw.classname == "func_breakable"){ caw.Respawn(); } @@ -642,7 +642,7 @@ TSMultiplayerRules::RestartRound(int iWipe) /* // actually not necessary, all map powerups get the same GF_CANRESPAWN flag anyway. for (entity eFind = world; (eFind = find(eFind, classname, "ts_powerup"));) { - CBaseEntity caw = (CBaseEntity)eFind; + NSEntity caw = (NSEntity)eFind; caw.Respawn(); } */ diff --git a/src/server/items.h b/src/server/items.h index c7d623a..372d134 100644 --- a/src/server/items.h +++ b/src/server/items.h @@ -21,7 +21,7 @@ // Although that could fill in Nuclide's expected item_pickup and let anything in-map // redirect to this if that were preferred. -class item_pickup:CBaseTrigger +class item_pickup:NSRenderableEntity { int m_iClip; int m_iWasDropped; diff --git a/src/server/world_items.qc b/src/server/world_items.qc index e0ad086..3b8c0b9 100644 --- a/src/server/world_items.qc +++ b/src/server/world_items.qc @@ -19,7 +19,7 @@ /* This is one of those leftovers from trying to get a game out in time */ -class world_items:CBaseTrigger +class world_items:NSRenderableEntity { void(void) world_items; };