Adjust naming against upstream.
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b471bc7607
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@ -23,7 +23,7 @@ HLGameRules::IsMultiplayer(void)
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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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void
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HLGameRules::PlayerPostFrame(base_player pp)
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HLGameRules::PlayerPostFrame(NSClientPlayer pp)
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{
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}
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@ -39,7 +39,7 @@ HLGameRules::LevelNewParms(void)
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}
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void
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HLGameRules::LevelDecodeParms(base_player pp)
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HLGameRules::LevelDecodeParms(NSClientPlayer pp)
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{
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player pl = (player)pp;
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g_landmarkpos[0] = parm1;
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@ -76,7 +76,7 @@ HLGameRules::LevelDecodeParms(base_player pp)
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}
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void
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HLGameRules::LevelChangeParms(base_player pp)
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HLGameRules::LevelChangeParms(NSClientPlayer pp)
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{
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player pl = (player)pp;
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parm1 = g_landmarkpos[0];
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@ -105,13 +105,13 @@ HLGameRules::LevelChangeParms(base_player pp)
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}
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void
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HLGameRules::PlayerConnect(base_player pl)
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HLGameRules::PlayerConnect(NSClientPlayer pl)
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{
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bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
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}
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void
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HLGameRules::PlayerDisconnect(base_player pl)
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HLGameRules::PlayerDisconnect(NSClientPlayer pl)
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{
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bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
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@ -125,7 +125,7 @@ HLGameRules::PlayerDisconnect(base_player pl)
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}
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void
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HLGameRules::PlayerKill(base_player pp)
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HLGameRules::PlayerKill(NSClientPlayer pp)
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{
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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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@ -44,7 +44,7 @@ enumflags
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class
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player:base_player
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player:NSClientPlayer
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{
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PREDICTED_INT(anim_top);
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PREDICTED_FLOAT(anim_top_time);
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@ -90,7 +90,7 @@ player::ReceiveEntity
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void
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player::ReceiveEntity(float new, float fl)
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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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if (fl & PLAYER_TOPFRAME) {
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@ -154,7 +154,7 @@ so we can roll them back later.
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void
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player::PredictPreFrame(void)
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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_time);
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@ -186,7 +186,7 @@ Where we roll back our values to the ones last sent/verified by the server.
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void
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player::PredictPostFrame(void)
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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_time);
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@ -212,7 +212,7 @@ player::PredictPostFrame(void)
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void
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player::EvaluateEntity(void)
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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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if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
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@ -291,7 +291,7 @@ player::SendEntity(entity ePEnt, float fChanged)
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WriteByte(MSG_ENTITY, ENT_PLAYER);
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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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WriteByte(MSG_ENTITY, anim_top);
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