Ultimately remove the deprecated old class names for base entities.
This commit is contained in:
parent
77c3cf4e10
commit
a039a69dd3
6 changed files with 26 additions and 81 deletions
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@ -19,34 +19,3 @@
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void FX_Spark(vector, vector);
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void FX_Spark(vector, vector);
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void FX_BreakModel(int, vector, vector, vector, float);
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void FX_BreakModel(int, vector, vector, vector, float);
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/* Backwards compat */
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class CBaseMonster:NSMonster
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{
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void(void) CBaseMonster;
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};
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void
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CBaseMonster::CBaseMonster(void)
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{
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super::NSMonster();
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}
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class CBaseNPC:NSTalkMonster
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{
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void(void) CBaseNPC;
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};
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void
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CBaseNPC::CBaseNPC(void)
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{
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super::NSTalkMonster();
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}
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class CBasePhysics:NSPhysicsEntity
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{
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void(void) CBasePhysics;
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};
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void
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CBasePhysics::CBasePhysics(void)
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{
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super::NSPhysicsEntity();
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}
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@ -24,7 +24,8 @@ Dynamic door that will move back down if it's not being used.
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This entity was introduced in Half-Life (1998).
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This entity was introduced in Half-Life (1998).
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*/
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*/
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class momentary_door:CBaseMomentary
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class
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momentary_door:NSMomentary
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{
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{
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void(void) momentary_door;
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void(void) momentary_door;
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@ -137,5 +138,5 @@ momentary_door::SpawnKey(string strKey, string strValue)
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void
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void
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momentary_door::momentary_door(void)
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momentary_door::momentary_door(void)
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{
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{
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super::CBaseMomentary();
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super::NSMomentary();
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}
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}
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@ -47,7 +47,8 @@ enumflags
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MRBFL_YAXIS
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MRBFL_YAXIS
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};
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};
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class momentary_rot_button:CBaseMomentary
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class
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momentary_rot_button:NSMomentary
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{
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{
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int m_iTurnDir;
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int m_iTurnDir;
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@ -155,12 +156,12 @@ momentary_rot_button::OnPlayerUse(void)
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m_iTurnDir = 1 - m_iTurnDir;
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m_iTurnDir = 1 - m_iTurnDir;
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for (entity e = world; (e = find(e, ::targetname, target));) {
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for (entity e = world; (e = find(e, ::targetname, target));) {
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CBaseMomentary b = (CBaseMomentary)e;
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NSMomentary b = (NSMomentary)e;
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b.SetMoveState(iEndState);
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b.SetMoveState(iEndState);
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}
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}
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for (entity e = world; (e = find(e, ::targetname, targetname));) {
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for (entity e = world; (e = find(e, ::targetname, targetname));) {
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CBaseMomentary b = (CBaseMomentary)e;
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NSMomentary b = (NSMomentary)e;
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/* door hack: any entity with the same name as ours will follow our states */
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/* door hack: any entity with the same name as ours will follow our states */
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if (b.HasSpawnFlags(MRBFL_DOORHACK))
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if (b.HasSpawnFlags(MRBFL_DOORHACK))
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@ -185,12 +186,12 @@ momentary_rot_button::OnPlayerUnUse(void)
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SetMoveState(iEndState);
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SetMoveState(iEndState);
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for (entity e = world; (e = find(e, ::targetname, target));) {
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for (entity e = world; (e = find(e, ::targetname, target));) {
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CBaseMomentary b = (CBaseMomentary)e;
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NSMomentary b = (NSMomentary)e;
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b.SetMoveState(iEndState);
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b.SetMoveState(iEndState);
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}
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}
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for (entity e = world; (e = find(e, ::targetname, targetname));) {
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for (entity e = world; (e = find(e, ::targetname, targetname));) {
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CBaseMomentary b = (CBaseMomentary)e;
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NSMomentary b = (NSMomentary)e;
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/* door hack: any entity with the same name as ours will follow our states */
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/* door hack: any entity with the same name as ours will follow our states */
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if (b.HasSpawnFlags(MRBFL_DOORHACK))
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if (b.HasSpawnFlags(MRBFL_DOORHACK))
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@ -262,5 +263,5 @@ void
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momentary_rot_button::momentary_rot_button(void)
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momentary_rot_button::momentary_rot_button(void)
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{
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{
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m_flReturnspeed = m_flSpeed = -1;
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m_flReturnspeed = m_flSpeed = -1;
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super::CBaseMomentary();
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super::NSMomentary();
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}
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}
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@ -21,7 +21,8 @@ typedef enum
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MOMENTARY_RETURNING
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MOMENTARY_RETURNING
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};
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};
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class CBaseMomentary:NSRenderableEntity
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class
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NSMomentary:NSRenderableEntity
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{
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{
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entity m_eUser;
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entity m_eUser;
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vector m_vecMoveDir;
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vector m_vecMoveDir;
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@ -36,7 +37,7 @@ class CBaseMomentary:NSRenderableEntity
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float m_flSpeed;
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float m_flSpeed;
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float m_flReturnspeed;
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float m_flReturnspeed;
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void(void) CBaseMomentary;
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void(void) NSMomentary;
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/* overrides */
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/* overrides */
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virtual void(float) Save;
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virtual void(float) Save;
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@ -48,19 +49,19 @@ class CBaseMomentary:NSRenderableEntity
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};
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};
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float
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float
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CBaseMomentary::GetProgress(void)
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NSMomentary::GetProgress(void)
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{
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{
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return 0.0f;
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return 0.0f;
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}
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}
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void
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void
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CBaseMomentary::MovementStateChanged(void)
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NSMomentary::MovementStateChanged(void)
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{
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{
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/* this is handled by the respective sub entity */
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/* this is handled by the respective sub entity */
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}
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}
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void
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void
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CBaseMomentary::SetMoveState(int status)
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NSMomentary::SetMoveState(int status)
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{
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{
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if (m_iMoveState == status)
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if (m_iMoveState == status)
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return;
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return;
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@ -70,7 +71,7 @@ CBaseMomentary::SetMoveState(int status)
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}
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}
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void
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void
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CBaseMomentary::Save(float handle)
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NSMomentary::Save(float handle)
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{
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{
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SaveFloat(handle, "user", num_for_edict(m_eUser));
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SaveFloat(handle, "user", num_for_edict(m_eUser));
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SaveVector(handle, "move_dir", m_vecMoveDir);
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SaveVector(handle, "move_dir", m_vecMoveDir);
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@ -85,7 +86,7 @@ CBaseMomentary::Save(float handle)
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}
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}
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void
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void
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CBaseMomentary::Restore(string strKey, string strValue)
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NSMomentary::Restore(string strKey, string strValue)
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{
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{
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switch (strKey) {
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switch (strKey) {
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case "user":
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case "user":
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@ -118,7 +119,7 @@ CBaseMomentary::Restore(string strKey, string strValue)
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}
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}
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void
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void
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CBaseMomentary::CBaseMomentary(void)
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NSMomentary::NSMomentary(void)
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{
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{
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super::NSRenderableEntity();
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super::NSRenderableEntity();
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}
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}
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@ -28,38 +28,4 @@
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#include "NSMonster.h"
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#include "NSMonster.h"
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#include "NSTalkMonster.h"
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#include "NSTalkMonster.h"
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#include "NSProjectile.h"
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#include "NSProjectile.h"
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/*
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============
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Compatibility Layer
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CBaseEntity was once the main, bloated class.
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It's since been replaced by a smaller NSEntity class.
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Here we have to make sure that CBaseEntity points to the
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largest general purpose entity that is renderable.
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============
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*/
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/* TODO: Throw this out */
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class CBaseEntity:NSSurfacePropEntity
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{
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void(void) CBaseEntity;
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};
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void
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CBaseEntity::CBaseEntity(void)
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{
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NSSurfacePropEntity::NSSurfacePropEntity();
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}
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class CBaseTrigger:CBaseEntity
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{
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void(void) CBaseTrigger;
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};
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void
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CBaseTrigger::CBaseTrigger(void)
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{
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CBaseEntity::CBaseEntity();
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}
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#endif
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#endif
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#define printf(x, ...) print(sprintf(x, ...))
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#define printf(x, ...) print(sprintf(x, ...))
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void
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_NSLog(string msg)
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{
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print(sprintf("%f %s\n", time, msg));
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}
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#define NSLog(x, ...) _NSLog(sprintf(x, ...))
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const vector VEC_HULL_MIN = [-16,-16,-36];
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const vector VEC_HULL_MIN = [-16,-16,-36];
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const vector VEC_HULL_MAX = [16,16,36];
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const vector VEC_HULL_MAX = [16,16,36];
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const vector VEC_CHULL_MIN = [-16,-16,-18];
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const vector VEC_CHULL_MIN = [-16,-16,-18];
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