Adjust naming against upstream.

This commit is contained in:
Marco Cawthorne 2022-05-11 12:52:13 -07:00
parent b471bc7607
commit 3243ca22ef
Signed by: eukara
GPG Key ID: C196CD8BA993248A
2 changed files with 12 additions and 12 deletions

View File

@ -23,7 +23,7 @@ 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)
{
}
@ -39,7 +39,7 @@ HLGameRules::LevelNewParms(void)
}
void
HLGameRules::LevelDecodeParms(base_player pp)
HLGameRules::LevelDecodeParms(NSClientPlayer pp)
{
player pl = (player)pp;
g_landmarkpos[0] = parm1;
@ -76,7 +76,7 @@ HLGameRules::LevelDecodeParms(base_player pp)
}
void
HLGameRules::LevelChangeParms(base_player pp)
HLGameRules::LevelChangeParms(NSClientPlayer pp)
{
player pl = (player)pp;
parm1 = g_landmarkpos[0];
@ -105,13 +105,13 @@ HLGameRules::LevelChangeParms(base_player pp)
}
void
HLGameRules::PlayerConnect(base_player pl)
HLGameRules::PlayerConnect(NSClientPlayer pl)
{
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));
@ -125,7 +125,7 @@ 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

@ -44,7 +44,7 @@ enumflags
class
player:base_player
player:NSClientPlayer
{
PREDICTED_INT(anim_top);
PREDICTED_FLOAT(anim_top_time);
@ -90,7 +90,7 @@ player::ReceiveEntity
void
player::ReceiveEntity(float new, float fl)
{
base_player::ReceiveEntity(new, fl);
NSClientPlayer::ReceiveEntity(new, fl);
/* animation */
if (fl & PLAYER_TOPFRAME) {
@ -154,7 +154,7 @@ so we can roll them back later.
void
player::PredictPreFrame(void)
{
base_player::PredictPreFrame();
NSClientPlayer::PredictPreFrame();
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_time);
@ -186,7 +186,7 @@ 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_time);
@ -212,7 +212,7 @@ player::PredictPostFrame(void)
void
player::EvaluateEntity(void)
{
base_player::EvaluateEntity();
NSClientPlayer::EvaluateEntity();
/* animation */
if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
@ -291,7 +291,7 @@ 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);