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Merge #2213
2213: Rename variables for consistency r=def- a=Zwelf The following member variables: * m_name to m_aName * m_String to m_aString * m_CpCurrent to m_aCpCurrent * m_Switchers to m_paSwitchers * SavedTees to m_paSavedTees The first one is kind of obvious. The others followed while looking at the code. I am not sure if the m_pa prefix is the correct one, it's a pointer to a dynamically allocated array. Co-authored-by: Zwelf <zwelf@strct.cc>
This commit is contained in:
commit
f670ced3bf
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@ -16,7 +16,7 @@ CSaveTee::~CSaveTee()
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void CSaveTee::save(CCharacter *pChr)
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{
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str_copy(m_name, pChr->m_pPlayer->Server()->ClientName(pChr->m_pPlayer->GetCID()), sizeof(m_name));
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str_copy(m_aName, pChr->m_pPlayer->Server()->ClientName(pChr->m_pPlayer->GetCID()), sizeof(m_aName));
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m_Alive = pChr->m_Alive;
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m_Paused = abs(pChr->m_pPlayer->IsPaused());
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@ -65,7 +65,7 @@ void CSaveTee::save(CCharacter *pChr)
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m_CpLastBroadcast = pChr->m_CpLastBroadcast;
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for(int i = 0; i < 25; i++)
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m_CpCurrent[i] = pChr->m_CpCurrent[i];
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m_aCpCurrent[i] = pChr->m_CpCurrent[i];
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m_NotEligibleForFinish = pChr->m_pPlayer->m_NotEligibleForFinish;
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@ -144,7 +144,7 @@ void CSaveTee::load(CCharacter *pChr, int Team)
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pChr->m_CpLastBroadcast = m_CpLastBroadcast;
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for(int i = 0; i < 25; i++)
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pChr->m_CpCurrent[i] = m_CpCurrent[i];
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pChr->m_CpCurrent[i] = m_aCpCurrent[i];
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pChr->m_pPlayer->m_NotEligibleForFinish = pChr->m_pPlayer->m_NotEligibleForFinish || m_NotEligibleForFinish;
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@ -182,7 +182,7 @@ void CSaveTee::load(CCharacter *pChr, int Team)
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char* CSaveTee::GetString()
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{
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str_format(m_String, sizeof(m_String),
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str_format(m_aString, sizeof(m_aString),
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"%s\t%d\t%d\t%d\t%d\t%d\t"
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// weapons
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"%d\t%d\t%d\t%d\t"
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@ -211,7 +211,7 @@ char* CSaveTee::GetString()
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"%d\t"
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"%d\t%d\t%d\t"
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"%s",
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m_name, m_Alive, m_Paused, m_NeededFaketuning, m_TeeFinished, m_IsSolo,
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m_aName, m_Alive, m_Paused, m_NeededFaketuning, m_TeeFinished, m_IsSolo,
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// weapons
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m_aWeapons[0].m_AmmoRegenStart, m_aWeapons[0].m_Ammo, m_aWeapons[0].m_Ammocost, m_aWeapons[0].m_Got,
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m_aWeapons[1].m_AmmoRegenStart, m_aWeapons[1].m_Ammo, m_aWeapons[1].m_Ammocost, m_aWeapons[1].m_Got,
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@ -231,16 +231,16 @@ char* CSaveTee::GetString()
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(int)m_HookTeleBase.x, (int)m_HookTeleBase.y, m_HookTick, m_HookState,
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// time checkpoints
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m_CpTime, m_CpActive, m_CpLastBroadcast,
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m_CpCurrent[0], m_CpCurrent[1], m_CpCurrent[2], m_CpCurrent[3], m_CpCurrent[4],
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m_CpCurrent[5], m_CpCurrent[6], m_CpCurrent[7], m_CpCurrent[8], m_CpCurrent[9],
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m_CpCurrent[10], m_CpCurrent[11], m_CpCurrent[12], m_CpCurrent[13], m_CpCurrent[14],
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m_CpCurrent[15], m_CpCurrent[16], m_CpCurrent[17], m_CpCurrent[18], m_CpCurrent[19],
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m_CpCurrent[20], m_CpCurrent[21], m_CpCurrent[22], m_CpCurrent[23], m_CpCurrent[24],
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m_aCpCurrent[0], m_aCpCurrent[1], m_aCpCurrent[2], m_aCpCurrent[3], m_aCpCurrent[4],
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m_aCpCurrent[5], m_aCpCurrent[6], m_aCpCurrent[7], m_aCpCurrent[8], m_aCpCurrent[9],
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m_aCpCurrent[10], m_aCpCurrent[11], m_aCpCurrent[12], m_aCpCurrent[13], m_aCpCurrent[14],
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m_aCpCurrent[15], m_aCpCurrent[16], m_aCpCurrent[17], m_aCpCurrent[18], m_aCpCurrent[19],
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m_aCpCurrent[20], m_aCpCurrent[21], m_aCpCurrent[22], m_aCpCurrent[23], m_aCpCurrent[24],
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m_NotEligibleForFinish,
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m_HasTelegunGun, m_HasTelegunLaser, m_HasTelegunGrenade,
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m_aGameUuid
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);
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return m_String;
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return m_aString;
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}
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int CSaveTee::LoadString(char* String)
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@ -260,7 +260,7 @@ int CSaveTee::LoadString(char* String)
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"%d\t%d\t%d\t%d\t%d\t%d\t%d\t" // m_SuperJump
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"%d\t%d\t%d\t%d\t%d\t%d\t%d\t" // m_DDRaceState
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"%f\t%f\t%f\t%f\t" // m_Pos.x
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"%d\t%d\t" // m_TeleCheckpoint,
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"%d\t%d\t" // m_TeleCheckpoint
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"%f\t%f\t%f\t%f\t" // m_CorePos.x
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"%d\t%d\t%d\t%d\t" // m_ActiveWeapon
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"%f\t%f\t%f\t%f\t" // m_HookPos.x
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@ -275,7 +275,7 @@ int CSaveTee::LoadString(char* String)
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"%d\t"
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"%d\t%d\t%d\t"
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"%*s", // discard the game uuid
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m_name, &m_Alive, &m_Paused, &m_NeededFaketuning, &m_TeeFinished, &m_IsSolo,
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m_aName, &m_Alive, &m_Paused, &m_NeededFaketuning, &m_TeeFinished, &m_IsSolo,
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// weapons
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&m_aWeapons[0].m_AmmoRegenStart, &m_aWeapons[0].m_Ammo, &m_aWeapons[0].m_Ammocost, &m_aWeapons[0].m_Got,
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&m_aWeapons[1].m_AmmoRegenStart, &m_aWeapons[1].m_Ammo, &m_aWeapons[1].m_Ammocost, &m_aWeapons[1].m_Got,
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@ -295,11 +295,11 @@ int CSaveTee::LoadString(char* String)
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&m_HookTeleBase.x, &m_HookTeleBase.y, &m_HookTick, &m_HookState,
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// time checkpoints
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&m_CpTime, &m_CpActive, &m_CpLastBroadcast,
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&m_CpCurrent[0], &m_CpCurrent[1], &m_CpCurrent[2], &m_CpCurrent[3], &m_CpCurrent[4],
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&m_CpCurrent[5], &m_CpCurrent[6], &m_CpCurrent[7], &m_CpCurrent[8], &m_CpCurrent[9],
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&m_CpCurrent[10], &m_CpCurrent[11], &m_CpCurrent[12], &m_CpCurrent[13], &m_CpCurrent[14],
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&m_CpCurrent[15], &m_CpCurrent[16], &m_CpCurrent[17], &m_CpCurrent[18], &m_CpCurrent[19],
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&m_CpCurrent[20], &m_CpCurrent[21], &m_CpCurrent[22], &m_CpCurrent[23], &m_CpCurrent[24],
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&m_aCpCurrent[0], &m_aCpCurrent[1], &m_aCpCurrent[2], &m_aCpCurrent[3], &m_aCpCurrent[4],
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&m_aCpCurrent[5], &m_aCpCurrent[6], &m_aCpCurrent[7], &m_aCpCurrent[8], &m_aCpCurrent[9],
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&m_aCpCurrent[10], &m_aCpCurrent[11], &m_aCpCurrent[12], &m_aCpCurrent[13], &m_aCpCurrent[14],
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&m_aCpCurrent[15], &m_aCpCurrent[16], &m_aCpCurrent[17], &m_aCpCurrent[18], &m_aCpCurrent[19],
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&m_aCpCurrent[20], &m_aCpCurrent[21], &m_aCpCurrent[22], &m_aCpCurrent[23], &m_aCpCurrent[24],
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&m_NotEligibleForFinish,
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&m_HasTelegunGun, &m_HasTelegunLaser, &m_HasTelegunGrenade
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);
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@ -307,12 +307,12 @@ int CSaveTee::LoadString(char* String)
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{
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case 96:
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m_NotEligibleForFinish = false;
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// fallthrough
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// fall through
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case 97:
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m_HasTelegunGrenade = 0;
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m_HasTelegunLaser = 0;
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m_HasTelegunGun = 0;
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// fallthrough
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// fall through
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case 100:
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return 0;
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default:
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@ -325,16 +325,16 @@ int CSaveTee::LoadString(char* String)
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CSaveTeam::CSaveTeam(IGameController* Controller)
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{
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m_pController = Controller;
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m_Switchers = 0;
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SavedTees = 0;
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m_pSwitchers = 0;
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m_pSavedTees = 0;
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}
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CSaveTeam::~CSaveTeam()
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{
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if(m_Switchers)
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delete[] m_Switchers;
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if(SavedTees)
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delete[] SavedTees;
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if(m_pSwitchers)
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delete[] m_pSwitchers;
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if(m_pSavedTees)
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delete[] m_pSavedTees;
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}
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int CSaveTeam::save(int Team)
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@ -359,14 +359,14 @@ int CSaveTeam::save(int Team)
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m_NumSwitchers = m_pController->GameServer()->Collision()->m_NumSwitchers;
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m_TeamLocked = Teams->TeamLocked(Team);
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SavedTees = new CSaveTee[m_MembersCount];
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m_pSavedTees = new CSaveTee[m_MembersCount];
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int j = 0;
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for (int i = 0; i < MAX_CLIENTS; i++)
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{
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if(Teams->m_Core.Team(i) == Team)
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{
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if(m_pController->GameServer()->m_apPlayers[i] && m_pController->GameServer()->m_apPlayers[i]->GetCharacter())
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SavedTees[j].save(m_pController->GameServer()->m_apPlayers[i]->GetCharacter());
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m_pSavedTees[j].save(m_pController->GameServer()->m_apPlayers[i]->GetCharacter());
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else
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return 3;
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j++;
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@ -375,16 +375,16 @@ int CSaveTeam::save(int Team)
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if(m_pController->GameServer()->Collision()->m_NumSwitchers)
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{
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m_Switchers = new SSimpleSwitchers[m_pController->GameServer()->Collision()->m_NumSwitchers+1];
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m_pSwitchers = new SSimpleSwitchers[m_pController->GameServer()->Collision()->m_NumSwitchers+1];
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for(int i=1; i < m_pController->GameServer()->Collision()->m_NumSwitchers+1; i++)
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{
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m_Switchers[i].m_Status = m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Status[Team];
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m_pSwitchers[i].m_Status = m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Status[Team];
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if(m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team])
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m_Switchers[i].m_EndTime = m_pController->Server()->Tick() - m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team];
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m_pSwitchers[i].m_EndTime = m_pController->Server()->Tick() - m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team];
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else
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m_Switchers[i].m_EndTime = 0;
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m_Switchers[i].m_Type = m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Type[Team];
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m_pSwitchers[i].m_EndTime = 0;
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m_pSwitchers[i].m_Type = m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Type[Team];
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}
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}
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return 0;
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@ -430,7 +430,7 @@ int CSaveTeam::load(int Team)
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for (int i = 0; i < m_MembersCount; i++)
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{
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int ID = MatchPlayer(SavedTees[i].GetName());
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int ID = MatchPlayer(m_pSavedTees[i].GetName());
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if(ID == -1) // first check if team can be loaded / do not load half teams
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{
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return i+10; // +10 to leave space for other return-values
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@ -450,20 +450,20 @@ int CSaveTeam::load(int Team)
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for (int i = 0; i < m_MembersCount; i++)
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{
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pChr = MatchCharacter(SavedTees[i].GetName(), i);
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pChr = MatchCharacter(m_pSavedTees[i].GetName(), i);
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if(pChr)
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{
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SavedTees[i].load(pChr, Team);
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m_pSavedTees[i].load(pChr, Team);
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}
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}
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if(m_pController->GameServer()->Collision()->m_NumSwitchers)
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for(int i=1; i < m_pController->GameServer()->Collision()->m_NumSwitchers+1; i++)
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{
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m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Status[Team] = m_Switchers[i].m_Status;
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if(m_Switchers[i].m_EndTime)
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m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team] = m_pController->Server()->Tick() - m_Switchers[i].m_EndTime;
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m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Type[Team] = m_Switchers[i].m_Type;
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m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Status[Team] = m_pSwitchers[i].m_Status;
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if(m_pSwitchers[i].m_EndTime)
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m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team] = m_pController->Server()->Tick() - m_pSwitchers[i].m_EndTime;
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m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Type[Team] = m_pSwitchers[i].m_Type;
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}
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return 0;
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}
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@ -488,7 +488,7 @@ CCharacter* CSaveTeam::MatchCharacter(char name[16], int SaveID)
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if(m_pController->GameServer()->m_apPlayers[ID]->GetCharacter())
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return m_pController->GameServer()->m_apPlayers[ID]->GetCharacter();
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else
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return m_pController->GameServer()->m_apPlayers[ID]->ForceSpawn(SavedTees[SaveID].GetPos());
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return m_pController->GameServer()->m_apPlayers[ID]->ForceSpawn(m_pSavedTees[SaveID].GetPos());
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}
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return 0;
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@ -496,27 +496,27 @@ CCharacter* CSaveTeam::MatchCharacter(char name[16], int SaveID)
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char* CSaveTeam::GetString()
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{
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str_format(m_String, sizeof(m_String), "%d\t%d\t%d\t%d", m_TeamState, m_MembersCount, m_NumSwitchers, m_TeamLocked);
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str_format(m_aString, sizeof(m_aString), "%d\t%d\t%d\t%d", m_TeamState, m_MembersCount, m_NumSwitchers, m_TeamLocked);
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for (int i = 0; i<m_MembersCount; i++)
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{
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char aBuf[1024];
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str_format(aBuf, sizeof(aBuf), "\n%s", SavedTees[i].GetString());
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str_append(m_String, aBuf, sizeof(m_String));
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str_format(aBuf, sizeof(aBuf), "\n%s", m_pSavedTees[i].GetString());
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str_append(m_aString, aBuf, sizeof(m_aString));
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}
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if(m_NumSwitchers)
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for(int i=1; i < m_NumSwitchers+1; i++)
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{
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char aBuf[64];
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if (m_Switchers)
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if (m_pSwitchers)
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{
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str_format(aBuf, sizeof(aBuf), "\n%d\t%d\t%d", m_Switchers[i].m_Status, m_Switchers[i].m_EndTime, m_Switchers[i].m_Type);
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str_append(m_String, aBuf, sizeof(m_String));
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str_format(aBuf, sizeof(aBuf), "\n%d\t%d\t%d", m_pSwitchers[i].m_Status, m_pSwitchers[i].m_EndTime, m_pSwitchers[i].m_Type);
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str_append(m_aString, aBuf, sizeof(m_aString));
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}
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}
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return m_String;
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return m_aString;
|
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}
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int CSaveTeam::LoadString(const char* String)
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|
@ -530,14 +530,14 @@ int CSaveTeam::LoadString(const char* String)
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unsigned int LastPos = 0;
|
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unsigned int StrSize;
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str_copy(m_String, String, sizeof(m_String));
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str_copy(m_aString, String, sizeof(m_aString));
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while (m_String[Pos] != '\n' && Pos < sizeof(m_String) && m_String[Pos]) // find next \n or \0
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while (m_aString[Pos] != '\n' && Pos < sizeof(m_aString) && m_aString[Pos]) // find next \n or \0
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Pos++;
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CopyPos = m_String + LastPos;
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CopyPos = m_aString + LastPos;
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StrSize = Pos - LastPos + 1;
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if(m_String[Pos] == '\n')
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if(m_aString[Pos] == '\n')
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{
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Pos++; // skip \n
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LastPos = Pos;
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|
@ -565,23 +565,23 @@ int CSaveTeam::LoadString(const char* String)
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return 1;
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}
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if(SavedTees)
|
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if(m_pSavedTees)
|
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{
|
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delete [] SavedTees;
|
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SavedTees = 0;
|
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delete [] m_pSavedTees;
|
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m_pSavedTees = 0;
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}
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|
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if(m_MembersCount)
|
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SavedTees = new CSaveTee[m_MembersCount];
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m_pSavedTees = new CSaveTee[m_MembersCount];
|
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for (int n = 0; n < m_MembersCount; n++)
|
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{
|
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while (m_String[Pos] != '\n' && Pos < sizeof(m_String) && m_String[Pos]) // find next \n or \0
|
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while (m_aString[Pos] != '\n' && Pos < sizeof(m_aString) && m_aString[Pos]) // find next \n or \0
|
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Pos++;
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CopyPos = m_String + LastPos;
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CopyPos = m_aString + LastPos;
|
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StrSize = Pos - LastPos + 1;
|
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if(m_String[Pos] == '\n')
|
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if(m_aString[Pos] == '\n')
|
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{
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Pos++; // skip \n
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LastPos = Pos;
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|
@ -596,7 +596,7 @@ int CSaveTeam::LoadString(const char* String)
|
|||
if(StrSize < sizeof(SaveTee))
|
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{
|
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str_copy(SaveTee, CopyPos, StrSize);
|
||||
int Num = SavedTees[n].LoadString(SaveTee);
|
||||
int Num = m_pSavedTees[n].LoadString(SaveTee);
|
||||
if(Num)
|
||||
{
|
||||
dbg_msg("load", "failed to load tee");
|
||||
|
@ -611,23 +611,23 @@ int CSaveTeam::LoadString(const char* String)
|
|||
}
|
||||
}
|
||||
|
||||
if(m_Switchers)
|
||||
if(m_pSwitchers)
|
||||
{
|
||||
delete [] m_Switchers;
|
||||
m_Switchers = 0;
|
||||
delete [] m_pSwitchers;
|
||||
m_pSwitchers = 0;
|
||||
}
|
||||
|
||||
if(m_NumSwitchers)
|
||||
m_Switchers = new SSimpleSwitchers[m_NumSwitchers+1];
|
||||
m_pSwitchers = new SSimpleSwitchers[m_NumSwitchers+1];
|
||||
|
||||
for (int n = 1; n < m_NumSwitchers+1; n++)
|
||||
{
|
||||
while (m_String[Pos] != '\n' && Pos < sizeof(m_String) && m_String[Pos]) // find next \n or \0
|
||||
while (m_aString[Pos] != '\n' && Pos < sizeof(m_aString) && m_aString[Pos]) // find next \n or \0
|
||||
Pos++;
|
||||
|
||||
CopyPos = m_String + LastPos;
|
||||
CopyPos = m_aString + LastPos;
|
||||
StrSize = Pos - LastPos + 1;
|
||||
if(m_String[Pos] == '\n')
|
||||
if(m_aString[Pos] == '\n')
|
||||
{
|
||||
Pos++; // skip \n
|
||||
LastPos = Pos;
|
||||
|
@ -642,7 +642,7 @@ int CSaveTeam::LoadString(const char* String)
|
|||
if(StrSize < sizeof(Switcher))
|
||||
{
|
||||
str_copy(Switcher, CopyPos, StrSize);
|
||||
int Num = sscanf(Switcher, "%d\t%d\t%d", &(m_Switchers[n].m_Status), &(m_Switchers[n].m_EndTime), &(m_Switchers[n].m_Type));
|
||||
int Num = sscanf(Switcher, "%d\t%d\t%d", &(m_pSwitchers[n].m_Status), &(m_pSwitchers[n].m_EndTime), &(m_pSwitchers[n].m_Type));
|
||||
if(Num != 3)
|
||||
{
|
||||
dbg_msg("load", "failed to load switcher");
|
||||
|
|
|
@ -14,12 +14,12 @@ public:
|
|||
char* GetString();
|
||||
int LoadString(char* String);
|
||||
vec2 GetPos() { return m_Pos; }
|
||||
char* GetName() { return m_name; }
|
||||
char* GetName() { return m_aName; }
|
||||
|
||||
private:
|
||||
|
||||
char m_String [2048];
|
||||
char m_name [16];
|
||||
char m_aString [2048];
|
||||
char m_aName [16];
|
||||
|
||||
int m_Alive;
|
||||
int m_Paused;
|
||||
|
@ -64,7 +64,7 @@ private:
|
|||
int m_CpTime;
|
||||
int m_CpActive;
|
||||
int m_CpLastBroadcast;
|
||||
float m_CpCurrent[25];
|
||||
float m_aCpCurrent[25];
|
||||
|
||||
int m_NotEligibleForFinish;
|
||||
|
||||
|
@ -98,7 +98,7 @@ public:
|
|||
int LoadString(const char* String);
|
||||
int save(int Team);
|
||||
int load(int Team);
|
||||
CSaveTee* SavedTees;
|
||||
CSaveTee* m_pSavedTees;
|
||||
|
||||
static bool HandleSaveError(int Result, int ClientID, CGameContext *pGameContext);
|
||||
private:
|
||||
|
@ -107,7 +107,7 @@ private:
|
|||
|
||||
IGameController* m_pController;
|
||||
|
||||
char m_String[65536];
|
||||
char m_aString[65536];
|
||||
|
||||
struct SSimpleSwitchers
|
||||
{
|
||||
|
@ -115,7 +115,7 @@ private:
|
|||
int m_EndTime;
|
||||
int m_Type;
|
||||
};
|
||||
SSimpleSwitchers* m_Switchers;
|
||||
SSimpleSwitchers* m_pSwitchers;
|
||||
|
||||
int m_TeamState;
|
||||
int m_MembersCount;
|
||||
|
|
|
@ -1561,7 +1561,7 @@ bool CSqlScore::LoadTeamThread(CSqlServer* pSqlServer, const CSqlData *pGameData
|
|||
bool Found = false;
|
||||
for (int i = 0; i < SavedTeam.GetMembersCount(); i++)
|
||||
{
|
||||
if(str_comp(SavedTeam.SavedTees[i].GetName(), pData->Server()->ClientName(pData->m_ClientID)) == 0)
|
||||
if(str_comp(SavedTeam.m_pSavedTees[i].GetName(), pData->Server()->ClientName(pData->m_ClientID)) == 0)
|
||||
{
|
||||
Found = true;
|
||||
break;
|
||||
|
@ -1588,19 +1588,19 @@ bool CSqlScore::LoadTeamThread(CSqlServer* pSqlServer, const CSqlData *pGameData
|
|||
else if(Num >= 10 && Num < 100)
|
||||
{
|
||||
char aBuf[256];
|
||||
str_format(aBuf, sizeof(aBuf), "Unable to find player: '%s'", SavedTeam.SavedTees[Num-10].GetName());
|
||||
str_format(aBuf, sizeof(aBuf), "Unable to find player: '%s'", SavedTeam.m_pSavedTees[Num-10].GetName());
|
||||
pData->GameServer()->SendChatTarget(pData->m_ClientID, aBuf);
|
||||
}
|
||||
else if(Num >= 100 && Num < 200)
|
||||
{
|
||||
char aBuf[256];
|
||||
str_format(aBuf, sizeof(aBuf), "%s is racing right now, Team can't be loaded if a Tee is racing already", SavedTeam.SavedTees[Num-100].GetName());
|
||||
str_format(aBuf, sizeof(aBuf), "%s is racing right now, Team can't be loaded if a Tee is racing already", SavedTeam.m_pSavedTees[Num-100].GetName());
|
||||
pData->GameServer()->SendChatTarget(pData->m_ClientID, aBuf);
|
||||
}
|
||||
else if(Num >= 200)
|
||||
{
|
||||
char aBuf[256];
|
||||
str_format(aBuf, sizeof(aBuf), "Everyone has to be in a team, %s is in team 0 or the wrong team", SavedTeam.SavedTees[Num-200].GetName());
|
||||
str_format(aBuf, sizeof(aBuf), "Everyone has to be in a team, %s is in team 0 or the wrong team", SavedTeam.m_pSavedTees[Num-200].GetName());
|
||||
pData->GameServer()->SendChatTarget(pData->m_ClientID, aBuf);
|
||||
}
|
||||
else
|
||||
|
|
Loading…
Reference in a new issue