Adjust naming against upstream.

This commit is contained in:
Marco Cawthorne 2022-05-11 12:51:29 -07:00
parent de94f04cf7
commit d59edbae6b
Signed by: eukara
GPG Key ID: C196CD8BA993248A
5 changed files with 17 additions and 17 deletions

View File

@ -15,7 +15,7 @@
*/
void
Player_Flashlight(base_player pl)
Player_Flashlight(NSClientPlayer pl)
{
}

View File

@ -25,7 +25,7 @@ HLGameRules::IsMultiplayer(void)
/* we check what fields have changed over the course of the frame and network
* only the ones that have actually changed */
void
HLGameRules::PlayerPostFrame(base_player pp)
HLGameRules::PlayerPostFrame(NSClientPlayer pp)
{
}
@ -41,7 +41,7 @@ HLGameRules::LevelNewParms(void)
}
void
HLGameRules::LevelDecodeParms(base_player pp)
HLGameRules::LevelDecodeParms(NSClientPlayer pp)
{
player pl = (player)pp;
g_landmarkpos[0] = parm1;
@ -97,7 +97,7 @@ HLGameRules::LevelDecodeParms(base_player pp)
}
void
HLGameRules::LevelChangeParms(base_player pp)
HLGameRules::LevelChangeParms(NSClientPlayer pp)
{
player pl = (player)pp;
parm1 = g_landmarkpos[0];
@ -145,14 +145,14 @@ HLGameRules::LevelChangeParms(base_player pp)
}
void
HLGameRules::PlayerConnect(base_player pl)
HLGameRules::PlayerConnect(NSClientPlayer pl)
{
if (Plugin_PlayerConnect(pl) == FALSE)
bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
}
void
HLGameRules::PlayerDisconnect(base_player pl)
HLGameRules::PlayerDisconnect(NSClientPlayer pl)
{
bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
@ -166,7 +166,7 @@ HLGameRules::PlayerDisconnect(base_player pl)
}
void
HLGameRules::PlayerKill(base_player pp)
HLGameRules::PlayerKill(NSClientPlayer pp)
{
player pl = (player)pp;
Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);

View File

@ -22,6 +22,6 @@ class OP4CTFRules:HLGameRules
virtual void(void) FrameStart;
/* client */
virtual void(base_player) PlayerSpawn;
virtual void(base_player) PlayerDeath;
virtual void(NSClientPlayer) PlayerSpawn;
virtual void(NSClientPlayer) PlayerDeath;
};

View File

@ -24,7 +24,7 @@ OP4CTFRules::FrameStart(void)
}
void
OP4CTFRules::PlayerDeath(base_player pp)
OP4CTFRules::PlayerDeath(NSClientPlayer pp)
{
player pl = (player)pp;
FX_Corpse_Spawn((player)g_dmg_eAttacker, ANIM_DIESIMPLE);
@ -82,7 +82,7 @@ OP4CTFRules::PlayerDeath(base_player pp)
}
void
OP4CTFRules::PlayerSpawn(base_player pp)
OP4CTFRules::PlayerSpawn(NSClientPlayer pp)
{
player pl = (player)pp;

View File

@ -42,7 +42,7 @@ enumflags
PLAYER_UNUSED2
};
class player:base_player
class player:NSClientPlayer
{
/* animation */
PREDICTED_INT(anim_top);
@ -123,7 +123,7 @@ player::ReceiveEntity
void
player::ReceiveEntity(float new, float fl)
{
base_player::ReceiveEntity(new, fl);
NSClientPlayer::ReceiveEntity(new, fl);
/* animation */
if (fl & PLAYER_TOPFRAME) {
@ -218,7 +218,7 @@ so we can roll them back later.
void
player::PredictPreFrame(void)
{
base_player::PredictPreFrame();
NSClientPlayer::PredictPreFrame();
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_delay);
@ -278,7 +278,7 @@ Where we roll back our values to the ones last sent/verified by the server.
void
player::PredictPostFrame(void)
{
base_player::PredictPostFrame();
NSClientPlayer::PredictPostFrame();
ROLL_BACK(anim_top);
ROLL_BACK(anim_top_delay);
@ -332,7 +332,7 @@ player::PredictPostFrame(void)
void
player::EvaluateEntity(void)
{
base_player::EvaluateEntity();
NSClientPlayer::EvaluateEntity();
/* animation */
if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
@ -493,7 +493,7 @@ player::SendEntity(entity ePEnt, float fChanged)
WriteByte(MSG_ENTITY, ENT_PLAYER);
WriteFloat(MSG_ENTITY, fChanged);
base_player::SendEntity(ePEnt, fChanged);
NSClientPlayer::SendEntity(ePEnt, fChanged);
if (fChanged & PLAYER_TOPFRAME) {
WriteByte(MSG_ENTITY, anim_top);