Adjust naming against upstream.
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@ -19,15 +19,15 @@
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class HHDMultiplayerRules:CGameRules
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class HHDMultiplayerRules:CGameRules
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{
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{
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/* client */
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/* client */
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virtual void(base_player) PlayerSpawn;
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virtual void(NSClientPlayer) PlayerSpawn;
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virtual void(base_player) PlayerConnect;
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virtual void(NSClientPlayer) PlayerConnect;
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virtual void(base_player) PlayerDisconnect;
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virtual void(NSClientPlayer) PlayerDisconnect;
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virtual void(base_player) PlayerKill;
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virtual void(NSClientPlayer) PlayerKill;
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virtual void(base_player) PlayerDeath;
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virtual void(NSClientPlayer) PlayerDeath;
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virtual void(base_player) PlayerPain;
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virtual void(NSClientPlayer) PlayerPain;
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virtual void(base_player) PlayerPostFrame;
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virtual void(NSClientPlayer) PlayerPostFrame;
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virtual void(base_player) LevelDecodeParms;
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virtual void(NSClientPlayer) LevelDecodeParms;
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virtual void(base_player) LevelChangeParms;
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virtual void(NSClientPlayer) LevelChangeParms;
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virtual void(void) LevelNewParms;
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virtual void(void) LevelNewParms;
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};
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};
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@ -17,7 +17,7 @@
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var int autocvar_sv_playerkeepalive = TRUE;
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var int autocvar_sv_playerkeepalive = TRUE;
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void
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void
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HHDMultiplayerRules::PlayerDeath(base_player pl)
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HHDMultiplayerRules::PlayerDeath(NSClientPlayer pl)
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{
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{
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/* obituary networking */
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/* obituary networking */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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@ -67,7 +67,7 @@ HHDMultiplayerRules::PlayerDeath(base_player pl)
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}
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}
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void
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void
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HHDMultiplayerRules::PlayerPain(base_player pl)
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HHDMultiplayerRules::PlayerPain(NSClientPlayer pl)
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{
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{
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/* Vampire Rune
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/* Vampire Rune
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* steals health from enemies */
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* steals health from enemies */
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@ -86,7 +86,7 @@ HHDMultiplayerRules::PlayerPain(base_player pl)
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}
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}
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void
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void
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HHDMultiplayerRules::PlayerSpawn(base_player pp)
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HHDMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
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{
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{
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player pl = (player)pp;
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player pl = (player)pp;
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/* this is where the mods want to deviate */
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/* this is where the mods want to deviate */
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@ -132,7 +132,7 @@ HHDMultiplayerRules::PlayerSpawn(base_player pp)
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}
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}
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void
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void
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HHDMultiplayerRules::LevelDecodeParms(base_player pp)
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HHDMultiplayerRules::LevelDecodeParms(NSClientPlayer pp)
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{
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{
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player pl = (player)pp;
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player pl = (player)pp;
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g_landmarkpos[0] = parm1;
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g_landmarkpos[0] = parm1;
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@ -163,7 +163,7 @@ HHDMultiplayerRules::LevelDecodeParms(base_player pp)
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}
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}
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void
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void
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HHDMultiplayerRules::LevelChangeParms(base_player pp)
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HHDMultiplayerRules::LevelChangeParms(NSClientPlayer pp)
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{
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{
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player pl = (player)pp;
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player pl = (player)pp;
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parm1 = g_landmarkpos[0];
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parm1 = g_landmarkpos[0];
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@ -198,7 +198,7 @@ HHDMultiplayerRules::LevelNewParms(void)
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/* we check what fields have changed over the course of the frame and network
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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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* only the ones that have actually changed */
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void
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void
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HHDMultiplayerRules::PlayerPostFrame(base_player pp)
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HHDMultiplayerRules::PlayerPostFrame(NSClientPlayer pp)
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{
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{
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player pl = (player)pp;
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player pl = (player)pp;
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pl.powerup_time = bound(0.0f, pl.powerup_time - frametime, pl.powerup_time);
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pl.powerup_time = bound(0.0f, pl.powerup_time - frametime, pl.powerup_time);
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@ -211,7 +211,7 @@ HHDMultiplayerRules::PlayerPostFrame(base_player pp)
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}
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}
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void
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void
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HHDMultiplayerRules::PlayerConnect(base_player pl)
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HHDMultiplayerRules::PlayerConnect(NSClientPlayer pl)
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{
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{
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entity a;
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entity a;
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bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
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bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
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@ -223,7 +223,7 @@ HHDMultiplayerRules::PlayerConnect(base_player pl)
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}
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}
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void
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void
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HHDMultiplayerRules::PlayerDisconnect(base_player pl)
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HHDMultiplayerRules::PlayerDisconnect(NSClientPlayer pl)
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{
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{
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bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
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bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
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@ -237,7 +237,7 @@ HHDMultiplayerRules::PlayerDisconnect(base_player pl)
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}
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}
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void
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void
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HHDMultiplayerRules::PlayerKill(base_player pp)
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HHDMultiplayerRules::PlayerKill(NSClientPlayer pp)
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{
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{
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player pl = (player)pp;
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player pl = (player)pp;
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Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
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Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
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@ -41,7 +41,7 @@ item_battery::Touch(entity eToucher)
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return;
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return;
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}
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}
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base_player pl = (base_player)other;
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NSClientPlayer pl = (NSClientPlayer)other;
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if (pl.armor >= 100) {
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if (pl.armor >= 100) {
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return;
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return;
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@ -42,7 +42,7 @@ enumflags
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PLAYER_UNUSED2
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PLAYER_UNUSED2
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};
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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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{
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PREDICTED_INT(anim_top);
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PREDICTED_INT(anim_top);
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PREDICTED_FLOAT(anim_top_time);
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PREDICTED_FLOAT(anim_top_time);
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@ -82,7 +82,7 @@ player::ReceiveEntity
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void
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void
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player::ReceiveEntity(float new, float fl)
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player::ReceiveEntity(float new, float fl)
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{
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{
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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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/* animation */
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if (fl & PLAYER_TOPFRAME) {
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if (fl & PLAYER_TOPFRAME) {
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@ -127,7 +127,7 @@ so we can roll them back later.
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void
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void
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player::PredictPreFrame(void)
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player::PredictPreFrame(void)
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{
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{
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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);
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SAVE_STATE(anim_top_time);
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SAVE_STATE(anim_top_time);
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@ -153,7 +153,7 @@ Where we roll back our values to the ones last sent/verified by the server.
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void
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void
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player::PredictPostFrame(void)
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player::PredictPostFrame(void)
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{
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{
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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);
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ROLL_BACK(anim_top_time);
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ROLL_BACK(anim_top_time);
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@ -173,7 +173,7 @@ player::PredictPostFrame(void)
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void
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void
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player::EvaluateEntity(void)
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player::EvaluateEntity(void)
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{
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{
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base_player::EvaluateEntity();
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NSClientPlayer::EvaluateEntity();
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/* animation */
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/* animation */
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if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
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if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
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@ -235,7 +235,7 @@ player::SendEntity(entity ePEnt, float fChanged)
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WriteByte(MSG_ENTITY, ENT_PLAYER);
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WriteByte(MSG_ENTITY, ENT_PLAYER);
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WriteFloat(MSG_ENTITY, fChanged);
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WriteFloat(MSG_ENTITY, fChanged);
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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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if (fChanged & PLAYER_TOPFRAME) {
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WriteByte(MSG_ENTITY, anim_top);
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WriteByte(MSG_ENTITY, anim_top);
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