Rename Netgame.player_flags to .net_player_flags

The simple name conflicts with an upcoming change.
This commit is contained in:
Kp 2015-10-30 02:52:54 +00:00
parent cc345aa83d
commit 7ac2840bfe
4 changed files with 6 additions and 6 deletions

View file

@ -806,7 +806,7 @@ struct netgame_info : prohibit_void_ptr<netgame_info>, ignore_window_pointer_t
array<uint16_t, MAX_PLAYERS> killed;
array<uint16_t, MAX_PLAYERS> player_kills;
array<uint32_t, MAX_PLAYERS> player_score;
array<uint8_t, MAX_PLAYERS> player_flags;
array<uint8_t, MAX_PLAYERS> net_player_flags;
#ifdef USE_TRACKER
ubyte Tracker;
#endif

View file

@ -1584,7 +1584,7 @@ void StartNewLevelSub(const int level_num, const int page_in_textures, const sec
{
int i;
for (i = 0; i < N_players; i++)
Players[i].flags |= Netgame.player_flags[i];
Players[i].flags |= Netgame.net_player_flags[i];
}
if (Game_mode & GM_MULTI)

View file

@ -2312,7 +2312,7 @@ void net_udp_update_netgame(void)
Netgame.player_kills[i] = Players[i].net_kills_total;
#if defined(DXX_BUILD_DESCENT_II)
Netgame.player_score[i] = Players[i].score;
Netgame.player_flags[i] = (Players[i].flags & (PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY));
Netgame.net_player_flags[i] = (Players[i].flags & (PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY));
#endif
}
Netgame.team_kills = team_kills;
@ -2552,7 +2552,7 @@ static uint_fast32_t net_udp_prepare_heavy_game_info(const _sockaddr *addr, ubyt
{
PUT_INTEL_INT(buf + len, i); len += 4;
}
range_for (auto &i, Netgame.player_flags)
range_for (auto &i, Netgame.net_player_flags)
{
buf[len] = i; len++;
}
@ -2783,7 +2783,7 @@ static void net_udp_process_game_info(const uint8_t *data, uint_fast32_t, const
{
i = GET_INTEL_INT(&(data[len])); len += 4;
}
range_for (auto &i, Netgame.player_flags)
range_for (auto &i, Netgame.net_player_flags)
{
i = data[len]; len++;
}

View file

@ -1841,7 +1841,7 @@ int state_restore_all_sub(const char *filename, const secret_restore secret)
{
Netgame.killed[i] = Players[i].net_killed_total;
Netgame.player_score[i] = Players[i].score;
Netgame.player_flags[i] = Players[i].flags;
Netgame.net_player_flags[i] = Players[i].flags;
}
for (playernum_t i = 0; i < MAX_PLAYERS; i++) // Disconnect connected players not available in this Savegame
if (!coop_player_got[i] && Players[i].connected == CONNECT_PLAYING)