Rename (tempstate, playerstate)

This commit is contained in:
mittorn 2018-10-31 14:41:06 +07:00
parent 2eb6c4f8bf
commit b4fb228903
2 changed files with 31 additions and 31 deletions

View File

@ -434,7 +434,7 @@ edict_t *GGM_PlayerByID( const char *id )
if( !player->gravgunmod_data.pState )
continue;
if( !strcmp( player->gravgunmod_data.pState->uid, id ) )
if( !strcmp( player->gravgunmod_data.pState->szUID, id ) )
return player->edict();
}
}
@ -452,7 +452,7 @@ const char *GGM_GetPlayerID( edict_t *player )
if( !plr->gravgunmod_data.pState )
return NULL;
return plr->gravgunmod_data.pState->uid;
return plr->gravgunmod_data.pState->szUID;
}
struct GGMPlayerState *registered_list;
@ -465,7 +465,7 @@ struct GGMPlayerState *GGM_FindState( GGMPlayerState *list, const char *uid )
for( pState = list; pState; pState = pState->pNext )
{
if( !strncmp( uid, pState->uid, 32 ) )
if( !strncmp( uid, pState->szUID, 32 ) )
return pState;
}
return NULL;
@ -481,7 +481,7 @@ void GGM_WritePersist( GGMPlayerState *pState )
pState->fNeedWrite = false;
snprintf( path, 63, "%s/ggm/registrations/%s", gamedir, pState->uid );
snprintf( path, 63, "%s/ggm/registrations/%s", gamedir, pState->szUID );
f = fopen( path, "wb" );
@ -500,7 +500,7 @@ void GGM_ReadPersist( GGMPlayerState *pState )
if( !pState->fRegistered )
return;
snprintf( path, 63, "%s/ggm/registrations/%s", gamedir, pState->uid );
snprintf( path, 63, "%s/ggm/registrations/%s", gamedir, pState->szUID );
f = fopen( path, "rb" );
@ -580,7 +580,7 @@ void GGM_WritePlayers( const char *path )
break;
fwrite( &pState->fRegistered, 1, 1, f );
fwrite( &pState->uid, 33, 1, f );
fwrite( &pState->szUID, 33, 1, f );
fwrite( &pState->t, sizeof( struct GGMTempState ), 1, f );
pState = pState->pNext;
@ -612,7 +612,7 @@ bool GGM_ReadPlayers( const char *path )
memset( pState, 0, sizeof( struct GGMPlayerState ) );
fread( &pState->fRegistered, 1, 1, f );
fread( &pState->uid, 33, 1, f );
fread( &pState->szUID, 33, 1, f );
fread( &pState->t, tsize, 1, f );
if( feof(f) || ferror( f ) )
@ -749,7 +749,7 @@ struct GGMPlayerState *GGM_GetRegistration( const char *name )
pState->pNext = registered_list;
pState->fRegistered = true;
registered_list = pState;
strncpy( pState->uid, name, 32 );
strncpy( pState->szUID, name, 32 );
return pState;
}
}
@ -782,7 +782,7 @@ void GGM_WriteLogin( struct GGMLogin *pLogin )
return;
fwrite( &pLogin->f, 1, sizeof( pLogin->f ), f );
fwrite( &pLogin->pState->uid, 1, 33, f );
fwrite( &pLogin->pState->szUID, 1, 33, f );
fclose( f );
}
@ -847,8 +847,8 @@ struct GGMPlayerState *GGM_GetState( const char *uid, const char *name )
pState = (struct GGMPlayerState*)calloc( 1, sizeof( struct GGMPlayerState ) );
memset( pState, 0, sizeof( struct GGMPlayerState ) );
strncpy( pState->uid, uid, 32 );
pState->uid[32] = 0;
strncpy( pState->szUID, uid, 32 );
pState->szUID[32] = 0;
pState->pNext = anonymous_list;
return anonymous_list = pState;
@ -905,7 +905,7 @@ void GGM_SaveState( CBasePlayer *pPlayer )
pState->t.flHealth = pPlayer->pev->health;
pState->t.flBattery = pPlayer->pev->armorvalue;
if(pPlayer->m_pActiveItem.Get())
strncpy( pState->t.WeaponName, STRING(pPlayer->m_pActiveItem.Get()->v.classname), 31);
strncpy( pState->t.szWeaponName, STRING(pPlayer->m_pActiveItem.Get()->v.classname), 31);
for( i = 0; i < MAX_ITEM_TYPES; i++ )
@ -914,15 +914,15 @@ void GGM_SaveState( CBasePlayer *pPlayer )
while( pWeapon )
{
strncpy( pState->t.rgWeapons[j], STRING(pWeapon->pev->classname), 31);
strncpy( pState->t.rgszWeapons[j], STRING(pWeapon->pev->classname), 31);
pState->t.rgiClip[j] = pWeapon->m_iClip;
j++;
pWeapon = pWeapon->m_pNext;
}
}
pState->t.rgWeapons[j][0] = 0;
pState->t.rgszWeapons[j][0] = 0;
for( i = 0; i < MAX_AMMO_SLOTS; i++ )
pState->t.rgAmmo[i] = pPlayer->m_rgAmmo[i];
pState->t.rgszAmmo[i] = pPlayer->m_rgAmmo[i];
if( pState->fNeedWrite )
GGM_WritePersist( pState );
@ -1014,10 +1014,10 @@ bool GGM_RestoreState( CBasePlayer *pPlayer )
for( i = 0; i < MAX_WEAPONS; i++ )
{
if( !pState->t.rgWeapons[i][0] )
if( !pState->t.rgszWeapons[i][0] )
break;
CBasePlayerWeapon *pWeapon = (CBasePlayerWeapon*)CBaseEntity::Create(pState->t.rgWeapons[i], pPlayer->pev->origin, pPlayer->pev->angles );
CBasePlayerWeapon *pWeapon = (CBasePlayerWeapon*)CBaseEntity::Create(pState->t.rgszWeapons[i], pPlayer->pev->origin, pPlayer->pev->angles );
if( !pWeapon )
continue;
@ -1030,8 +1030,8 @@ bool GGM_RestoreState( CBasePlayer *pPlayer )
}
}
for( i = 0; i < MAX_AMMO_SLOTS; i++ )
pPlayer->m_rgAmmo[i] = pState->t.rgAmmo[i];
pPlayer->SelectItem(pState->t.WeaponName);
pPlayer->m_rgAmmo[i] = pState->t.rgszAmmo[i];
pPlayer->SelectItem(pState->t.szWeaponName);
return true;
}
@ -1186,7 +1186,7 @@ void GGM_FreeState( const char *uid )
if( pPlayer && pPlayer->IsPlayer() && pPlayer->gravgunmod_data.pState )
{
if( !pPlayer->gravgunmod_data.pState->fRegistered && !strcmp( uid, pPlayer->gravgunmod_data.pState->uid ) )
if( !pPlayer->gravgunmod_data.pState->fRegistered && !strcmp( uid, pPlayer->gravgunmod_data.pState->szUID ) )
pPlayer->gravgunmod_data.pState = NULL;
}
}
@ -1194,7 +1194,7 @@ void GGM_FreeState( const char *uid )
// unlink from list and free
for( pState = anonymous_list; pState; pState = pState->pNext )
{
if( strcmp( uid, pState->uid ) )
if( strcmp( uid, pState->szUID ) )
{
pPrevState = pState;
continue;
@ -1277,8 +1277,8 @@ void GGM_Register( CBasePlayer *pPlayer, const char *name, const char *password
pState = (struct GGMPlayerState*)calloc( 1, sizeof( struct GGMPlayerState ) );
memset( pState, 0, sizeof( struct GGMPlayerState ) );
strncpy( pState->uid, name, 32 );
pState->uid[32] = 0;
strncpy( pState->szUID, name, 32 );
pState->szUID[32] = 0;
pState->fRegistered = true;
strncpy( pState->p.szPassword, password, 32 );
GGM_Munge( pState->p.szPassword );
@ -1290,11 +1290,11 @@ void GGM_Register( CBasePlayer *pPlayer, const char *name, const char *password
pLogin = (struct GGMLogin*)calloc(1, sizeof( struct GGMLogin ) );
pLogin->pState = pState;
strncpy( pLogin->f.szName, STRING(pPlayer->pev->netname ), 32 );
strncpy( pLogin->f.szUID, pPlayer->gravgunmod_data.pState->uid, 32 );
strncpy( pLogin->f.szUID, pPlayer->gravgunmod_data.pState->szUID, 32 );
pLogin->pNext = login_list;
login_list = pLogin;
GGM_WriteLogin( pLogin );
GGM_FreeState( pPlayer->gravgunmod_data.pState->uid );
GGM_FreeState( pPlayer->gravgunmod_data.pState->szUID );
pPlayer->gravgunmod_data.pState = pState;
GGM_ChatPrintf( pPlayer, "Successfully registered as %s!\n", name );
}
@ -1397,7 +1397,7 @@ void GGM_Login( CBasePlayer *pPlayer, const char *name, const char *password )
login_list = pLogin;
GGM_WriteLogin( pLogin );
if( pPlayer->gravgunmod_data.pState )
GGM_FreeState( pPlayer->gravgunmod_data.pState->uid );
GGM_FreeState( pPlayer->gravgunmod_data.pState->szUID );
pPlayer->gravgunmod_data.pState = pState;
GGM_ChatPrintf( pPlayer, "Successfully logged in as %s\n", name );
@ -2090,7 +2090,7 @@ bool GGM_ClientCommand( CBasePlayer *pPlayer, const char *pCmd )
if( !pPlayer->gravgunmod_data.pState || !pPlayer->gravgunmod_data.pState->fRegistered )
return false;
Ent_ChangeOwner( GGM_GetAuthID(pPlayer), NULL, pPlayer->gravgunmod_data.pState->uid, 1, 2 );
Ent_ChangeOwner( GGM_GetAuthID(pPlayer), NULL, pPlayer->gravgunmod_data.pState->szUID, 1, 2 );
return true;
}
else if( FStrEq(pCmd, "logout") )

View File

@ -144,10 +144,10 @@ struct GGMTempState
float flBattery;
int iFrags;
int iDeaths;
char rgWeapons[MAX_WEAPONS][32];// weapon names
char rgszWeapons[MAX_WEAPONS][32];// weapon names
char rgiClip[MAX_WEAPONS];// ammo names
int rgAmmo[MAX_AMMO_SLOTS];// ammo quantities
char WeaponName[32];
int rgszAmmo[MAX_AMMO_SLOTS];// ammo quantities
char szWeaponName[32];
GGMPosition pos;
};
@ -159,7 +159,7 @@ struct GGMPlayerState
bool fRegistered;
bool fNeedWrite;
// uid or nickname
char uid[33];
char szUID[33];
};