diff --git a/src/server/gamerules.qc b/src/server/gamerules.qc index a3a996c..e2007cd 100644 --- a/src/server/gamerules.qc +++ b/src/server/gamerules.qc @@ -19,7 +19,7 @@ var int autocvar_th_shovelstyle = 0; var int autocvar_th_rpgstyle = 0; void -HLGameRules::LevelDecodeParms(base_player pp) +HLGameRules::LevelDecodeParms(NSClientPlayer pp) { player pl = (player)pp; g_landmarkpos[0] = parm1; @@ -64,7 +64,7 @@ HLGameRules::LevelDecodeParms(base_player pp) } void -HLGameRules::LevelChangeParms(base_player pp) +HLGameRules::LevelChangeParms(NSClientPlayer pp) { player pl = (player)pp; parm1 = g_landmarkpos[0]; @@ -114,19 +114,19 @@ HLGameRules::LevelNewParms(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 pl) +HLGameRules::PlayerPostFrame(NSClientPlayer pl) { } 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) { if (Plugin_PlayerDisconnect(pl) == FALSE) bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname)); @@ -141,7 +141,7 @@ HLGameRules::PlayerDisconnect(base_player pl) } void -HLGameRules::PlayerKill(base_player pl) +HLGameRules::PlayerKill(NSClientPlayer pl) { Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR); } diff --git a/src/shared/player.qc b/src/shared/player.qc index 198f8d6..b29aa47 100644 --- a/src/shared/player.qc +++ b/src/shared/player.qc @@ -42,7 +42,7 @@ enumflags PLAYER_UNUSED2 }; -class player:base_player +class player:NSClientPlayer { /* animation */ PREDICTED_INT(anim_top); @@ -117,7 +117,7 @@ player::ReceiveEntity void player::ReceiveEntity(float new, float fl) { - base_player::ReceiveEntity(new, fl); + NSClientPlayer::ReceiveEntity(new, fl); /* animation */ if (fl & PLAYER_TOPFRAME) { @@ -206,7 +206,7 @@ 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); @@ -263,7 +263,7 @@ 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); @@ -315,7 +315,7 @@ player::PredictPostFrame(void) void player::EvaluateEntity(void) { - base_player::EvaluateEntity(); + NSClientPlayer::EvaluateEntity(); /* animation */ if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time)) @@ -464,7 +464,7 @@ 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);