Adjust naming against upstream.

This commit is contained in:
Marco Cawthorne 2022-05-11 12:51:12 -07:00
parent ee17e3b7a4
commit bba57cb7ef
Signed by: eukara
GPG Key ID: C196CD8BA993248A
9 changed files with 33 additions and 33 deletions

View File

@ -15,7 +15,7 @@
*/
void
Player_Flashlight(base_player pl)
Player_Flashlight(NSClientPlayer pl)
{
if (pl.gflags & GF_FLASHLIGHT) {
vector src;

View File

@ -469,7 +469,7 @@ HUD_DrawSpectator(void)
{
Textmenu_Draw();
spectator spec = (spectator)pSeat->m_ePlayer;
NSClientSpectator spec = (NSClientSpectator)pSeat->m_ePlayer;
drawfont = Font_GetID(FONT_20);
vector vecPos;

View File

@ -91,7 +91,7 @@ string g_pbones[] =
.string oldmodel;
void
Player_HandleWeaponModel(base_player pp, float thirdperson)
Player_HandleWeaponModel(NSClientPlayer pp, float thirdperson)
{
player pl = (player)pp;
@ -147,7 +147,7 @@ Player_HandleWeaponModel(base_player pp, float thirdperson)
}
void
Player_PreDraw(base_player pp, int thirdperson)
Player_PreDraw(NSClientPlayer pp, int thirdperson)
{
player pl = (player)pp;

View File

@ -16,13 +16,13 @@
class HLGameRules:CGameRules
{
virtual void(base_player) PlayerConnect;
virtual void(base_player) PlayerDisconnect;
virtual void(base_player) PlayerKill;
virtual void(base_player) PlayerPostFrame;
virtual void(NSClientPlayer) PlayerConnect;
virtual void(NSClientPlayer) PlayerDisconnect;
virtual void(NSClientPlayer) PlayerKill;
virtual void(NSClientPlayer) PlayerPostFrame;
virtual void(base_player) LevelDecodeParms;
virtual void(base_player) LevelChangeParms;
virtual void(NSClientPlayer) LevelDecodeParms;
virtual void(NSClientPlayer) LevelChangeParms;
virtual void(void) LevelNewParms;
virtual bool(void) IsMultiplayer;
@ -31,8 +31,8 @@ class HLGameRules:CGameRules
class HLSingleplayerRules:HLGameRules
{
/* client */
virtual void(base_player) PlayerSpawn;
virtual void(base_player) PlayerDeath;
virtual void(NSClientPlayer) PlayerSpawn;
virtual void(NSClientPlayer) PlayerDeath;
virtual bool(void) IsMultiplayer;
};
@ -48,8 +48,8 @@ class HLMultiplayerRules:HLGameRules
virtual int(void) MonstersSpawn;
/* client */
virtual void(base_player) PlayerSpawn;
virtual void(base_player) PlayerDeath;
virtual float(base_player, string) ConsoleCommand;
virtual void(NSClientPlayer) PlayerSpawn;
virtual void(NSClientPlayer) PlayerDeath;
virtual float(NSClientPlayer, string) ConsoleCommand;
virtual bool(void) IsMultiplayer;
};

View File

@ -21,7 +21,7 @@ HLGameRules::IsMultiplayer(void)
}
void
HLGameRules::LevelDecodeParms(base_player pp)
HLGameRules::LevelDecodeParms(NSClientPlayer pp)
{
player pl = (player)pp;
g_landmarkpos[0] = parm1;
@ -66,7 +66,7 @@ HLGameRules::LevelDecodeParms(base_player pp)
}
void
HLGameRules::LevelChangeParms(base_player pp)
HLGameRules::LevelChangeParms(NSClientPlayer pp)
{
player pl = (player)pp;
parm1 = g_landmarkpos[0];
@ -116,19 +116,19 @@ 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));
@ -143,7 +143,7 @@ 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);
}

View File

@ -41,7 +41,7 @@ HLMultiplayerRules::CheckRules(void)
}
void
HLMultiplayerRules::PlayerDeath(base_player pl)
HLMultiplayerRules::PlayerDeath(NSClientPlayer pl)
{
/* obituary networking */
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
@ -99,7 +99,7 @@ HLMultiplayerRules::PlayerDeath(base_player pl)
}
void
HLMultiplayerRules::PlayerSpawn(base_player pp)
HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
{
player pl = (player)pp;
/* this is where the mods want to deviate */
@ -154,7 +154,7 @@ HLMultiplayerRules::PlayerSpawn(base_player pp)
}
float
HLMultiplayerRules::ConsoleCommand(base_player pp, string cmd)
HLMultiplayerRules::ConsoleCommand(NSClientPlayer pp, string cmd)
{
tokenize(cmd);

View File

@ -21,7 +21,7 @@ HLSingleplayerRules::IsMultiplayer(void)
}
void
HLSingleplayerRules::PlayerDeath(base_player pl)
HLSingleplayerRules::PlayerDeath(NSClientPlayer pl)
{
pl.movetype = MOVETYPE_NONE;
pl.solid = SOLID_NOT;
@ -54,7 +54,7 @@ HLSingleplayerRules::PlayerDeath(base_player pl)
}
void
HLSingleplayerRules::PlayerSpawn(base_player pl)
HLSingleplayerRules::PlayerSpawn(NSClientPlayer pl)
{
pl.classname = "player";
pl.health = pl.max_health = 100;

View File

@ -43,7 +43,7 @@ void item_battery::Touch(entity eToucher)
return;
}
base_player pl = (base_player)eToucher;
NSClientPlayer pl = (NSClientPlayer)eToucher;
/* don't pick up if we don't have a suit */
if (!(pl.g_items & ITEM_SUIT))

View File

@ -42,7 +42,7 @@ enumflags
PLAYER_UNUSED2
};
class player:base_player
class player:NSClientPlayer
{
/* animation */
PREDICTED_INT(anim_top);
@ -110,7 +110,7 @@ void
player::ReceiveEntity(float new, float fl)
{
/* the generic client attributes */
base_player::ReceiveEntity(new, fl);
NSClientPlayer::ReceiveEntity(new, fl);
/* animation */
if (fl & PLAYER_TOPFRAME) {
@ -186,7 +186,7 @@ void
player::PredictPreFrame(void)
{
/* the generic client attributes */
base_player::PredictPreFrame();
NSClientPlayer::PredictPreFrame();
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_delay);
@ -231,7 +231,7 @@ void
player::PredictPostFrame(void)
{
/* the generic client attributes */
base_player::PredictPostFrame();
NSClientPlayer::PredictPostFrame();
ROLL_BACK(anim_top);
ROLL_BACK(anim_top_delay);
@ -404,7 +404,7 @@ void
player::EvaluateEntity(void)
{
/* the generic client attributes */
base_player::EvaluateEntity();
NSClientPlayer::EvaluateEntity();
/* animation */
if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
@ -521,7 +521,7 @@ player::SendEntity(entity ePEnt, float fChanged)
WriteFloat(MSG_ENTITY, fChanged);
/* the generic client attributes */
base_player::SendEntity(ePEnt, fChanged);
NSClientPlayer::SendEntity(ePEnt, fChanged);
if (fChanged & PLAYER_TOPFRAME) {
WriteByte(MSG_ENTITY, anim_top);