[gamecode] Clean up string_t and pointer_t

They are both gone, and pr_pointer_t is now pr_ptr_t (pointer may be a
little clearer than ptr, but ptr is consistent with things like intptr,
and keeps the type name short).
This commit is contained in:
Bill Currie 2022-01-18 12:11:14 +09:00
parent 9348f7b89c
commit 2df64384c1
50 changed files with 338 additions and 340 deletions

View file

@ -45,7 +45,7 @@ typedef struct {
float *frametime;
pr_uint_t *newmis;
float *force_retouch;
string_t *mapname;
pr_string_t *mapname;
float *serverflags;
float *total_secrets;
float *total_monsters;
@ -108,8 +108,8 @@ typedef struct
pr_int_t velocity; //vec3_t
pr_int_t angles; //vec3_t
pr_int_t avelocity; //vec3_t
pr_int_t classname; //string_t
pr_int_t model; //string_t
pr_int_t classname; //pr_string_t
pr_int_t model; //pr_string_t
pr_int_t frame; //float
pr_int_t skin; //float
pr_int_t effects; //float
@ -124,7 +124,7 @@ typedef struct
pr_int_t health; //float
pr_int_t frags; //float
pr_int_t weapon; //float
pr_int_t weaponmodel; //string_t
pr_int_t weaponmodel; //pr_string_t
pr_int_t weaponframe; //float
pr_int_t currentammo; //float
pr_int_t ammo_shells; //float
@ -141,7 +141,7 @@ typedef struct
pr_int_t impulse; //float
pr_int_t fixangle; //float
pr_int_t v_angle; //vec3_t
pr_int_t netname; //string_t
pr_int_t netname; //pr_string_t
pr_int_t enemy; //int
pr_int_t flags; //float
pr_int_t colormap; //float
@ -158,7 +158,7 @@ typedef struct
pr_int_t dmg_save; //float
pr_int_t dmg_inflictor; //int
pr_int_t owner; //int
pr_int_t message; //string_t
pr_int_t message; //pr_string_t
pr_int_t sounds; //float
pr_int_t rotated_bbox; //int