Adjust naming against upstream.

This commit is contained in:
Marco Cawthorne 2022-05-11 12:50:11 -07:00
parent 5d44353a29
commit 72c9ef224f
Signed by: eukara
GPG Key ID: C196CD8BA993248A
3 changed files with 24 additions and 24 deletions

View File

@ -22,16 +22,16 @@ class HLGameRules:CGameRules
float m_flBreakRespawnTimer;
/* client */
virtual void(base_player) PlayerSpawn;
virtual void(base_player) PlayerConnect;
virtual void(base_player) PlayerDisconnect;
virtual void(base_player) PlayerKill;
virtual void(base_player) PlayerDeath;
virtual void(base_player) PlayerPostFrame;
virtual void(base_player, entity) ScientistKill;
virtual void(NSClientPlayer) PlayerSpawn;
virtual void(NSClientPlayer) PlayerConnect;
virtual void(NSClientPlayer) PlayerDisconnect;
virtual void(NSClientPlayer) PlayerKill;
virtual void(NSClientPlayer) PlayerDeath;
virtual void(NSClientPlayer) PlayerPostFrame;
virtual void(NSClientPlayer, entity) ScientistKill;
virtual void(base_player) LevelDecodeParms;
virtual void(base_player) LevelChangeParms;
virtual void(NSClientPlayer) LevelDecodeParms;
virtual void(NSClientPlayer) LevelChangeParms;
virtual void(void) LevelNewParms;
virtual void(void) FrameStart;
virtual bool(void) IsMultiplayer;

View File

@ -24,7 +24,7 @@ HLGameRules::IsMultiplayer(void)
}
void
HLGameRules::PlayerDeath(base_player pl)
HLGameRules::PlayerDeath(NSClientPlayer pl)
{
/* obituary networking */
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
@ -71,7 +71,7 @@ HLGameRules::PlayerDeath(base_player pl)
}
void
HLGameRules::PlayerSpawn(base_player pp)
HLGameRules::PlayerSpawn(NSClientPlayer pp)
{
player pl = (player)pp;
/* this is where the mods want to deviate */
@ -120,7 +120,7 @@ HLGameRules::PlayerSpawn(base_player pp)
}
void
HLGameRules::LevelDecodeParms(base_player pp)
HLGameRules::LevelDecodeParms(NSClientPlayer pp)
{
player pl = (player)pp;
g_landmarkpos[0] = parm1;
@ -165,7 +165,7 @@ HLGameRules::LevelDecodeParms(base_player pp)
}
void
HLGameRules::LevelChangeParms(base_player pp)
HLGameRules::LevelChangeParms(NSClientPlayer pp)
{
player pl = (player)pp;
parm1 = g_landmarkpos[0];
@ -215,7 +215,7 @@ 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 pp)
HLGameRules::PlayerPostFrame(NSClientPlayer pp)
{
player pl = (player)pp;
@ -232,14 +232,14 @@ HLGameRules::PlayerPostFrame(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));
@ -253,14 +253,14 @@ 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);
}
void
HLGameRules::ScientistKill(base_player pp, entity sci)
HLGameRules::ScientistKill(NSClientPlayer pp, entity sci)
{
player pl = (player)pp;
/* obituary networking */

View File

@ -42,7 +42,7 @@ enumflags
PLAYER_UNUSED2
};
class player:base_player
class player:NSClientPlayer
{
/* Weapon specific */
PREDICTED_INT(glock_mag);
@ -111,7 +111,7 @@ player::ReceiveEntity
void
player::ReceiveEntity(float new, float fl)
{
base_player::ReceiveEntity(new, fl);
NSClientPlayer::ReceiveEntity(new, fl);
/* animation */
if (fl & PLAYER_TOPFRAME) {
@ -192,7 +192,7 @@ so we can roll them back later.
void
player::PredictPreFrame(void)
{
base_player::PredictPreFrame();
NSClientPlayer::PredictPreFrame();
SAVE_STATE(glock_mag);
SAVE_STATE(mp5_mag);
@ -242,7 +242,7 @@ 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(glock_mag);
ROLL_BACK(mp5_mag);
@ -286,7 +286,7 @@ player::PredictPostFrame(void)
void
player::EvaluateEntity(void)
{
base_player::EvaluateEntity();
NSClientPlayer::EvaluateEntity();
/* animation */
if (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net)
@ -421,7 +421,7 @@ 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);