[openjk] 45/130: Make distinct name for clientPersistant_t to avoid strange behavior in Visual Studio

Simon McVittie smcv at debian.org
Fri Oct 28 11:09:16 UTC 2016


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smcv pushed a commit to branch debian/master
in repository openjk.

commit ef5c8b4655ed4fb7d981a023c080468b70c7aeb3
Author: bibendovsky <bibendovsky at hotmail.com>
Date:   Sun Jul 17 20:51:00 2016 +0300

    Make distinct name for clientPersistant_t to avoid strange behavior in Visual Studio
---
 code/game/g_client.cpp    | 2 +-
 code/game/g_shared.h      | 9 ++++++---
 codeJK2/game/g_client.cpp | 2 +-
 codeJK2/game/g_shared.h   | 9 ++++++---
 4 files changed, 14 insertions(+), 8 deletions(-)

diff --git a/code/game/g_client.cpp b/code/game/g_client.cpp
index 4fb1432..c6d4799 100644
--- a/code/game/g_client.cpp
+++ b/code/game/g_client.cpp
@@ -2118,7 +2118,7 @@ qboolean ClientSpawn(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded
 	vec3_t	spawn_origin, spawn_angles;
 	gclient_t	*client;
 	int		i;
-	clientPersistant_t	saved;
+	ja_clientPersistant_t	saved;
 	clientSession_t		savedSess;
 	clientInfo_t		savedCi;
 	int		persistant[MAX_PERSISTANT];
diff --git a/code/game/g_shared.h b/code/game/g_shared.h
index 94cfc3f..221234a 100644
--- a/code/game/g_shared.h
+++ b/code/game/g_shared.h
@@ -599,7 +599,10 @@ typedef struct {
 // client data that stays across multiple respawns, but is cleared
 // on each level change or team change at ClientBegin()
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct {
+// FIXME Prefix added to avoid debugging problems in Visual Studio.
+class ja_clientPersistant_t
+{
+public:
 	clientConnected_t	connected;
 	usercmd_t	lastCommand;
 	char		netname[34];
@@ -633,7 +636,7 @@ typedef struct {
         saved_game->read<int16_t>(cmd_angles);
         saved_game->read<>(teamState);
     }
-} clientPersistant_t;
+}; // ja_clientPersistant_t
 
 typedef enum {
 	BLK_NO,
@@ -675,7 +678,7 @@ struct gclient_s {
 	playerState_t	ps;				// communicated by server to clients
 
 	// private to game
-	clientPersistant_t	pers;
+	ja_clientPersistant_t	pers;
 	clientSession_t		sess;
 
 	int			lastCmdTime;		// level.time of last usercmd_t, for EF_CONNECTION
diff --git a/codeJK2/game/g_client.cpp b/codeJK2/game/g_client.cpp
index 6f34d83..6b3570f 100644
--- a/codeJK2/game/g_client.cpp
+++ b/codeJK2/game/g_client.cpp
@@ -1520,7 +1520,7 @@ qboolean ClientSpawn(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded
 	vec3_t	spawn_origin, spawn_angles;
 	gclient_t	*client;
 	int		i;
-	clientPersistant_t	saved;
+	jo_clientPersistant_t	saved;
 	clientSession_t		savedSess;
 	clientInfo_t		savedCi;
 	int		persistant[MAX_PERSISTANT];
diff --git a/codeJK2/game/g_shared.h b/codeJK2/game/g_shared.h
index 9072694..6d90522 100644
--- a/codeJK2/game/g_shared.h
+++ b/codeJK2/game/g_shared.h
@@ -633,7 +633,10 @@ typedef struct {
 // client data that stays across multiple respawns, but is cleared
 // on each level change or team change at ClientBegin()
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct {
+// FIXME Prefix added to avoid debugging problems in Visual Studio.
+class jo_clientPersistant_t
+{
+public:
 	clientConnected_t	connected;	
 	usercmd_t	lastCommand;
 	qboolean	localClient;		// true if "ip" info key is "localhost"
@@ -670,7 +673,7 @@ typedef struct {
         saved_game->read<int16_t>(cmd_angles);
         saved_game->read<>(teamState);
     }
-} clientPersistant_t;
+}; // jo_clientPersistant_t
 
 typedef enum {
 	BLK_NO,
@@ -702,7 +705,7 @@ struct gclient_s {
 	playerState_t	ps;				// communicated by server to clients
 
 	// private to game
-	clientPersistant_t	pers;
+	jo_clientPersistant_t	pers;
 	clientSession_t		sess;
 
 	qboolean	noclip;

-- 
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