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Rename Read() function to avoid equal naming
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5ac46f9bd5
commit
320e9e030f
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@ -1098,8 +1098,7 @@ void CGameClient::OnNewSnapshot()
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mem_zero(&TempCore, sizeof(TempCore));
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mem_zero(&TempTeams, sizeof(TempTeams));
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TempCore.Init(&TempWorld, Collision(), &TempTeams);
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TempCore.Read(pCharacter);
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TempCore.m_ActiveWeapon = pCharacter->m_Weapon;
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TempCore.ReadCharacter(pCharacter);
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while(pCharacter->m_Tick < Tick)
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{
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@ -1274,7 +1273,7 @@ void CGameClient::OnNewSnapshot()
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{
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const void *pOld = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, Item.m_ID);
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m_Snap.m_aCharacters[Item.m_ID].m_Cur = *((const CNetObj_Character *)pData);
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m_aClients[Item.m_ID].m_Predicted.Read((const CNetObj_Character *)pData);
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m_aClients[Item.m_ID].m_Predicted.ReadCharacter((const CNetObj_Character *)pData);
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if(pOld)
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{
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m_Snap.m_aCharacters[Item.m_ID].m_Active = true;
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@ -1709,13 +1708,11 @@ void CGameClient::OnPredict()
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{
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if(m_Snap.m_pLocalCharacter)
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{
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m_PredictedChar.Read(m_Snap.m_pLocalCharacter);
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m_PredictedChar.m_ActiveWeapon = m_Snap.m_pLocalCharacter->m_Weapon;
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m_PredictedChar.ReadCharacter(m_Snap.m_pLocalCharacter);
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}
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if(m_Snap.m_pLocalPrevCharacter)
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{
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m_PredictedPrevChar.Read(m_Snap.m_pLocalPrevCharacter);
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m_PredictedPrevChar.m_ActiveWeapon = m_Snap.m_pLocalPrevCharacter->m_Weapon;
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m_PredictedPrevChar.ReadCharacter(m_Snap.m_pLocalPrevCharacter);
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}
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return;
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}
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@ -2520,7 +2517,7 @@ void CGameClient::DetectStrongHook()
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float PredictErr[2];
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CCharacterCore ToCharCur;
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ToCharCur.Read(&m_Snap.m_aCharacters[ToPlayer].m_Cur);
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ToCharCur.ReadCharacterCore(&m_Snap.m_aCharacters[ToPlayer].m_Cur);
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CWorldCore World;
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World.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
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@ -2530,12 +2527,12 @@ void CGameClient::DetectStrongHook()
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CCharacterCore ToChar = pFromCharWorld->GetCore();
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ToChar.Init(&World, Collision(), &m_Teams);
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World.m_apCharacters[ToPlayer] = &ToChar;
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ToChar.Read(&m_Snap.m_aCharacters[ToPlayer].m_Prev);
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ToChar.ReadCharacterCore(&m_Snap.m_aCharacters[ToPlayer].m_Prev);
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CCharacterCore FromChar = pFromCharWorld->GetCore();
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FromChar.Init(&World, Collision(), &m_Teams);
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World.m_apCharacters[FromPlayer] = &FromChar;
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FromChar.Read(&m_Snap.m_aCharacters[FromPlayer].m_Prev);
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FromChar.ReadCharacterCore(&m_Snap.m_aCharacters[FromPlayer].m_Prev);
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for(int Tick = Client()->PrevGameTick(g_Config.m_ClDummy); Tick < Client()->GameTick(g_Config.m_ClDummy); Tick++)
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{
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@ -1121,7 +1121,7 @@ void CCharacter::ResetPrediction()
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void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended, bool IsLocal)
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{
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m_Core.Read((CNetObj_CharacterCore *)pChar);
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m_Core.ReadCharacterCore((const CNetObj_CharacterCore *)pChar);
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m_IsLocal = IsLocal;
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if(pExtended)
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@ -521,7 +521,7 @@ void CCharacterCore::Write(CNetObj_CharacterCore *pObjCore)
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pObjCore->m_Angle = m_Angle;
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}
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void CCharacterCore::Read(const CNetObj_CharacterCore *pObjCore)
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void CCharacterCore::ReadCharacterCore(const CNetObj_CharacterCore *pObjCore)
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{
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m_Pos.x = pObjCore->m_X;
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m_Pos.y = pObjCore->m_Y;
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@ -539,10 +539,10 @@ void CCharacterCore::Read(const CNetObj_CharacterCore *pObjCore)
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m_Angle = pObjCore->m_Angle;
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}
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void CCharacterCore::Read(const CNetObj_Character *pObjChar)
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void CCharacterCore::ReadCharacter(const CNetObj_Character *pObjChar)
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{
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m_ActiveWeapon = pObjChar->m_Weapon;
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Read((const CNetObj_CharacterCore *)pObjChar);
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ReadCharacterCore((const CNetObj_CharacterCore *)pObjChar);
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}
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void CCharacterCore::ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet)
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{
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@ -589,7 +589,7 @@ void CCharacterCore::Quantize()
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{
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CNetObj_CharacterCore Core;
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Write(&Core);
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Read(&Core);
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ReadCharacterCore(&Core);
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}
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// DDRace
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@ -248,8 +248,8 @@ public:
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void Tick(bool UseInput);
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void Move();
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void Read(const CNetObj_CharacterCore *pObjCore);
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void Read(const CNetObj_Character *pObjCore);
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void ReadCharacterCore(const CNetObj_CharacterCore *pObjCore);
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void ReadCharacter(const CNetObj_Character *pObjCore);
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void Write(CNetObj_CharacterCore *pObjCore);
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void Quantize();
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