Adjust naming against upstream.
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parent
ee17e3b7a4
commit
bba57cb7ef
9 changed files with 33 additions and 33 deletions
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@ -15,7 +15,7 @@
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*/
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void
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Player_Flashlight(base_player pl)
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Player_Flashlight(NSClientPlayer pl)
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{
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if (pl.gflags & GF_FLASHLIGHT) {
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vector src;
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@ -469,7 +469,7 @@ HUD_DrawSpectator(void)
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{
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Textmenu_Draw();
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spectator spec = (spectator)pSeat->m_ePlayer;
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NSClientSpectator spec = (NSClientSpectator)pSeat->m_ePlayer;
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drawfont = Font_GetID(FONT_20);
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vector vecPos;
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@ -91,7 +91,7 @@ string g_pbones[] =
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.string oldmodel;
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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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@ -147,7 +147,7 @@ Player_HandleWeaponModel(base_player pp, float thirdperson)
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}
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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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@ -16,13 +16,13 @@
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class HLGameRules: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) PlayerPostFrame;
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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) PlayerPostFrame;
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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 bool(void) IsMultiplayer;
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@ -31,8 +31,8 @@ class HLGameRules:CGameRules
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class HLSingleplayerRules:HLGameRules
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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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virtual bool(void) IsMultiplayer;
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};
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@ -48,8 +48,8 @@ class HLMultiplayerRules:HLGameRules
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virtual int(void) MonstersSpawn;
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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 float(base_player, string) ConsoleCommand;
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virtual void(NSClientPlayer) PlayerSpawn;
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virtual void(NSClientPlayer) PlayerDeath;
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virtual float(NSClientPlayer, string) ConsoleCommand;
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virtual bool(void) IsMultiplayer;
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};
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@ -21,7 +21,7 @@ HLGameRules::IsMultiplayer(void)
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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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@ -66,7 +66,7 @@ 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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@ -116,19 +116,19 @@ 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 pl)
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HLGameRules::PlayerPostFrame(NSClientPlayer pl)
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{
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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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if (Plugin_PlayerDisconnect(pl) == FALSE)
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bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
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@ -143,7 +143,7 @@ HLGameRules::PlayerDisconnect(base_player pl)
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}
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void
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HLGameRules::PlayerKill(base_player pl)
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HLGameRules::PlayerKill(NSClientPlayer pl)
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{
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Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
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}
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@ -41,7 +41,7 @@ HLMultiplayerRules::CheckRules(void)
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}
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void
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HLMultiplayerRules::PlayerDeath(base_player pl)
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HLMultiplayerRules::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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@ -99,7 +99,7 @@ HLMultiplayerRules::PlayerDeath(base_player pl)
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}
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void
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HLMultiplayerRules::PlayerSpawn(base_player pp)
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HLMultiplayerRules::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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@ -154,7 +154,7 @@ HLMultiplayerRules::PlayerSpawn(base_player pp)
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}
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float
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HLMultiplayerRules::ConsoleCommand(base_player pp, string cmd)
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HLMultiplayerRules::ConsoleCommand(NSClientPlayer pp, string cmd)
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{
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tokenize(cmd);
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@ -21,7 +21,7 @@ HLSingleplayerRules::IsMultiplayer(void)
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}
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void
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HLSingleplayerRules::PlayerDeath(base_player pl)
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HLSingleplayerRules::PlayerDeath(NSClientPlayer pl)
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{
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pl.movetype = MOVETYPE_NONE;
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pl.solid = SOLID_NOT;
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@ -54,7 +54,7 @@ HLSingleplayerRules::PlayerDeath(base_player pl)
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}
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void
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HLSingleplayerRules::PlayerSpawn(base_player pl)
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HLSingleplayerRules::PlayerSpawn(NSClientPlayer pl)
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{
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pl.classname = "player";
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pl.health = pl.max_health = 100;
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@ -43,7 +43,7 @@ void item_battery::Touch(entity eToucher)
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return;
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}
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base_player pl = (base_player)eToucher;
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NSClientPlayer pl = (NSClientPlayer)eToucher;
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/* don't pick up if we don't have a suit */
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if (!(pl.g_items & ITEM_SUIT))
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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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/* animation */
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PREDICTED_INT(anim_top);
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@ -110,7 +110,7 @@ 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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/* animation */
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if (fl & PLAYER_TOPFRAME) {
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@ -186,7 +186,7 @@ void
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player::PredictPreFrame(void)
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{
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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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SAVE_STATE(anim_top);
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SAVE_STATE(anim_top_delay);
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@ -231,7 +231,7 @@ void
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player::PredictPostFrame(void)
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{
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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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ROLL_BACK(anim_top);
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ROLL_BACK(anim_top_delay);
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@ -404,7 +404,7 @@ void
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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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/* animation */
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if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
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@ -521,7 +521,7 @@ 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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if (fChanged & PLAYER_TOPFRAME) {
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WriteByte(MSG_ENTITY, anim_top);
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