Adjust naming against upstream.
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@ -18,11 +18,11 @@ class TFCGameRules:CGameRules
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{
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{
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void(void) TFCGameRules;
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void(void) TFCGameRules;
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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) PlayerPostFrame;
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virtual void(NSClientPlayer) PlayerPostFrame;
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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) PlayerKill;
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virtual void(NSClientPlayer) PlayerKill;
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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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@ -19,7 +19,7 @@ var int autocvar_sv_playerkeepalive = TRUE;
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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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TFCGameRules::PlayerPostFrame(base_player pp)
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TFCGameRules::PlayerPostFrame(NSClientPlayer pp)
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{
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{
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}
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}
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@ -35,14 +35,14 @@ TFCGameRules::LevelNewParms(void)
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}
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}
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void
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void
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TFCGameRules::PlayerConnect(base_player pl)
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TFCGameRules::PlayerConnect(NSClientPlayer pl)
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{
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{
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if (Plugin_PlayerConnect(pl) == FALSE)
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if (Plugin_PlayerConnect(pl) == FALSE)
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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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}
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}
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void
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void
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TFCGameRules::PlayerDisconnect(base_player pl)
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TFCGameRules::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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@ -56,14 +56,14 @@ TFCGameRules::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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TFCGameRules::PlayerKill(base_player pp)
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TFCGameRules::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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}
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}
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void
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void
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TFCGameRules::PlayerSpawn(base_player pp)
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TFCGameRules::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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pl.classname = "unspawned";
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pl.classname = "unspawned";
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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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/* animation */
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/* animation */
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PREDICTED_INT(anim_top);
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PREDICTED_INT(anim_top);
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@ -103,7 +103,7 @@ 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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/* the generic client attributes */
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/* the generic client attributes */
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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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@ -167,7 +167,7 @@ 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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/* the generic client attributes */
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/* the generic client attributes */
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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_delay);
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SAVE_STATE(anim_top_delay);
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@ -200,7 +200,7 @@ 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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/* the generic client attributes */
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/* the generic client attributes */
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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_delay);
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ROLL_BACK(anim_top_delay);
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@ -227,7 +227,7 @@ 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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/* the generic client attributes */
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/* the generic client attributes */
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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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@ -309,7 +309,7 @@ player::SendEntity(entity ePEnt, float fChanged)
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WriteFloat(MSG_ENTITY, fChanged);
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WriteFloat(MSG_ENTITY, fChanged);
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/* the generic client attributes */
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/* the generic client attributes */
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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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