[openjk] 48/130: Rename saved game affected classes

Simon McVittie smcv at debian.org
Fri Oct 28 11:09:17 UTC 2016


This is an automated email from the git hooks/post-receive script.

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

commit 62edd3c44494c13a12818c342401d196830f7e7d
Author: bibendovsky <bibendovsky at hotmail.com>
Date:   Fri Jul 22 22:10:29 2016 +0300

    Rename saved game affected classes
---
 code/cgame/cg_main.cpp         |  2 +-
 code/cgame/cg_players.cpp      |  2 +-
 code/game/AI_HazardTrooper.cpp |  2 +-
 code/game/NPC.cpp              |  8 ++++----
 code/game/NPC_spawn.cpp        |  2 +-
 code/game/NPC_stats.cpp        |  8 ++++----
 code/game/Q3_Interface.cpp     |  6 +++---
 code/game/b_local.h            |  2 +-
 code/game/b_public.h           | 13 +++++++-----
 code/game/fields.h             |  4 ++--
 code/game/g_local.h            |  8 +++++---
 code/game/g_main.cpp           |  2 +-
 code/game/g_public.h           |  3 ++-
 code/game/g_savegame.cpp       | 14 ++++++-------
 code/game/g_shared.h           | 43 ++++++++++++++++++++++++---------------
 code/qcommon/msg.cpp           |  2 +-
 code/qcommon/q_shared.h        |  7 +++++--
 code/qcommon/qcommon.h         |  6 +++---
 code/ui/ui_main.cpp            |  7 ++++---
 codeJK2/cgame/cg_main.cpp      |  2 +-
 codeJK2/cgame/cg_players.cpp   |  2 +-
 codeJK2/game/NPC.cpp           |  4 ++--
 codeJK2/game/NPC_spawn.cpp     |  4 ++--
 codeJK2/game/NPC_stats.cpp     |  8 ++++----
 codeJK2/game/Q3_Interface.cpp  |  6 +++---
 codeJK2/game/b_local.h         |  2 +-
 codeJK2/game/b_public.h        | 13 +++++++-----
 codeJK2/game/fields.h          |  4 ++--
 codeJK2/game/g_local.h         |  8 +++++---
 codeJK2/game/g_main.cpp        |  2 +-
 codeJK2/game/g_savegame.cpp    | 14 ++++++-------
 codeJK2/game/g_shared.h        | 46 ++++++++++++++++++++++++++----------------
 32 files changed, 147 insertions(+), 109 deletions(-)

diff --git a/code/cgame/cg_main.cpp b/code/cgame/cg_main.cpp
index d704b8a..f6d955a 100644
--- a/code/cgame/cg_main.cpp
+++ b/code/cgame/cg_main.cpp
@@ -990,7 +990,7 @@ Ghoul2 Insert End
 }
 
 
-void CG_RegisterClientRenderInfo(ja_clientInfo_t *ci, renderInfo_t *ri)
+void CG_RegisterClientRenderInfo(ja_clientInfo_t *ci, ja_renderInfo_t *ri)
 {
 	char			*slash;
 	char			headModelName[MAX_QPATH];
diff --git a/code/cgame/cg_players.cpp b/code/cgame/cg_players.cpp
index bbbe476..25d3abb 100644
--- a/code/cgame/cg_players.cpp
+++ b/code/cgame/cg_players.cpp
@@ -1811,7 +1811,7 @@ CG_AddHeadBob
 */
 static qboolean CG_AddHeadBob( centity_t *cent, vec3_t addTo )
 {
-	renderInfo_t	*renderInfo	= &cent->gent->client->renderInfo;
+	ja_renderInfo_t	*renderInfo	= &cent->gent->client->renderInfo;
 	const int		volume		= gi.VoiceVolume[cent->gent->s.clientNum];
 	const int		volChange	= volume - renderInfo->lastVoiceVolume;//was *3 because voice fromLA was too low
 	int				i;
diff --git a/code/game/AI_HazardTrooper.cpp b/code/game/AI_HazardTrooper.cpp
index fd4e6be..d5f6f82 100644
--- a/code/game/AI_HazardTrooper.cpp
+++ b/code/game/AI_HazardTrooper.cpp
@@ -452,7 +452,7 @@ private:
 		float			targetNoiseLevel;
 
 		gentity_t*		scanner					= mActors[scannerIndex];
-		gNPCstats_t*	scannerStats			= &(scanner->NPC->stats);
+		ja_gNPCstats_t*	scannerStats			= &(scanner->NPC->stats);
 		float			scannerMaxViewDist		= scannerStats->visrange;
 		float			scannerMinVisability	= 0.1f;//1.0f - scannerStats->vigilance;
 		float			scannerMaxHearDist		= scannerStats->earshot;
diff --git a/code/game/NPC.cpp b/code/game/NPC.cpp
index 885eeb4..f46e8d8 100644
--- a/code/game/NPC.cpp
+++ b/code/game/NPC.cpp
@@ -76,13 +76,13 @@ cvar_t		*d_slowmodeath;
 extern qboolean	stop_icarus;
 
 gentity_t		*NPC;
-gNPC_t			*NPCInfo;
+ja_gNPC_t			*NPCInfo;
 ja_gclient_t		*client;
 usercmd_t		ucmd;
 visibility_t	enemyVisibility;
 
 void NPC_SetAnim(gentity_t	*ent,int setAnimParts,int anim,int setAnimFlags, int iBlend);
-static bState_t G_CurrentBState( gNPC_t *gNPC );
+static bState_t G_CurrentBState( ja_gNPC_t *gNPC );
 
 extern int eventClearTime;
 
@@ -914,7 +914,7 @@ void SetNPCGlobals( gentity_t *ent )
 }
 
 gentity_t	*_saved_NPC;
-gNPC_t		*_saved_NPCInfo;
+ja_gNPC_t		*_saved_NPCInfo;
 ja_gclient_t	*_saved_client;
 usercmd_t	_saved_ucmd;
 
@@ -2137,7 +2137,7 @@ void NPC_RunBehavior( int team, int bState )
 	}
 }
 
-static bState_t G_CurrentBState( gNPC_t *gNPC )
+static bState_t G_CurrentBState( ja_gNPC_t *gNPC )
 {
 	if ( gNPC->tempBehavior != BS_DEFAULT )
 	{//Overrides normal behavior until cleared
diff --git a/code/game/NPC_spawn.cpp b/code/game/NPC_spawn.cpp
index 02719e1..a593d4f 100644
--- a/code/game/NPC_spawn.cpp
+++ b/code/game/NPC_spawn.cpp
@@ -1517,7 +1517,7 @@ gentity_t *NPC_Spawn_Do( gentity_t *ent, qboolean fullSpawnNow )
 		newent->NPC_type = Q_strlwr( G_NewString( ent->NPC_type ) );	//get my own copy so i can free it when i die
 	}
 
-	newent->NPC = (gNPC_t*) gi.Malloc(sizeof(gNPC_t), TAG_G_ALLOC, qtrue);
+	newent->NPC = (ja_gNPC_t*) gi.Malloc(sizeof(ja_gNPC_t), TAG_G_ALLOC, qtrue);
 
 	newent->NPC->tempGoal = G_Spawn();
 
diff --git a/code/game/NPC_stats.cpp b/code/game/NPC_stats.cpp
index caf851f..01e29cd 100644
--- a/code/game/NPC_stats.cpp
+++ b/code/game/NPC_stats.cpp
@@ -356,7 +356,7 @@ static int MoveTypeNameToEnum( const char *name )
 	return MT_STATIC;
 }
 
-extern void CG_RegisterClientRenderInfo(ja_clientInfo_t *ci, renderInfo_t *ri);
+extern void CG_RegisterClientRenderInfo(ja_clientInfo_t *ci, ja_renderInfo_t *ri);
 extern void CG_RegisterClientModels (int entityNum);
 extern void CG_RegisterNPCCustomSounds( ja_clientInfo_t *ci );
 
@@ -1578,7 +1578,7 @@ Precaches NPC skins, tgas and md3s.
 void CG_NPC_Precache ( gentity_t *spawner )
 {
 	ja_clientInfo_t	ci={};
-	renderInfo_t	ri={};
+	ja_renderInfo_t	ri={};
 	team_t			playerTeam = TEAM_FREE;
 	const char	*token;
 	const char	*value;
@@ -1942,8 +1942,8 @@ qboolean NPC_ParseParms( const char *NPCName, gentity_t *NPC )
 	char	playerModel[MAX_QPATH];
 	char	customSkin[MAX_QPATH];
 	ja_clientInfo_t	*ci = &NPC->client->clientInfo;
-	renderInfo_t	*ri = &NPC->client->renderInfo;
-	gNPCstats_t		*stats = NULL;
+	ja_renderInfo_t	*ri = &NPC->client->renderInfo;
+	ja_gNPCstats_t		*stats = NULL;
 	qboolean	md3Model = qtrue;
 	char	surfOff[1024]={0};
 	char	surfOn[1024]={0};
diff --git a/code/game/Q3_Interface.cpp b/code/game/Q3_Interface.cpp
index 7f3c1a6..a527a58 100644
--- a/code/game/Q3_Interface.cpp
+++ b/code/game/Q3_Interface.cpp
@@ -752,7 +752,7 @@ static void Q3_SetObjective(const char *ObjEnum, int status)
 {
 	int objectiveID;
 	ja_gclient_t	*client;
-	objectives_t	*objective;
+	ja_objectives_t	*objective;
 	int				*objectivesShown;
 
 	client = &level.clients[0];
@@ -4077,8 +4077,8 @@ void Q3_SetParm (int entID, int parmNum, const char *parmValue)
 
 	if( !ent->parms )
 	{
-		ent->parms = (parms_t *)G_Alloc( sizeof(parms_t) );
-		memset( ent->parms, 0, sizeof(parms_t) );
+		ent->parms = (ja_parms_t *)G_Alloc( sizeof(ja_parms_t) );
+		memset( ent->parms, 0, sizeof(ja_parms_t) );
 	}
 
 	if ( (val = Q3_CheckStringCounterIncrement( parmValue )) )
diff --git a/code/game/b_local.h b/code/game/b_local.h
index 0814fc8..a49df8d 100644
--- a/code/game/b_local.h
+++ b/code/game/b_local.h
@@ -80,7 +80,7 @@ extern void Debug_NPCPrintf( gentity_t *printNPC, cvar_t *cv, int debugLevel, ch
 //MCG - Begin============================================================
 //NPC_ai variables - shared by NPC.cpp andf the following modules
 extern gentity_t	*NPC;
-extern gNPC_t		*NPCInfo;
+extern ja_gNPC_t		*NPCInfo;
 extern ja_gclient_t	*client;
 extern usercmd_t	ucmd;
 extern visibility_t	enemyVisibility;
diff --git a/code/game/b_public.h b/code/game/b_public.h
index a547fab..f2054f0 100644
--- a/code/game/b_public.h
+++ b/code/game/b_public.h
@@ -132,8 +132,9 @@ typedef enum
 } sexType_t;
 
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct gNPCstats_e
+class ja_gNPCstats_t
 {//Stats, loaded in, and can be set by scripts
+public:
 	//AI
 	int		aggression;			//			"
 	int		aim;				//			"
@@ -202,7 +203,7 @@ typedef struct gNPCstats_e
         saved_game->read<int32_t>(acceleration);
         saved_game->read<int32_t>(sex);
     }
-} gNPCstats_t;
+}; // ja_gNPCstats_t
 
 
 #define	MAX_ENEMY_POS_LAG	2400
@@ -210,8 +211,10 @@ typedef struct gNPCstats_e
 #define	ENEMY_POS_LAG_STEPS	(MAX_ENEMY_POS_LAG/ENEMY_POS_LAG_INTERVAL)
 
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class ja_gNPC_t
 {
+public:
 	//FIXME: Put in playerInfo or something
 	int			timeOfDeath;			//FIXME do we really need both of these
 	gentity_t	*touchedByPlayer;
@@ -298,7 +301,7 @@ typedef struct
 	vec3_t		lastPathAngles;		//So we know which way to face generally when we stop
 
 	//stats
-	gNPCstats_t	stats;
+	ja_gNPCstats_t	stats;
 	int			aimErrorDebounceTime;
 	float		lastAimErrorYaw;
 	float		lastAimErrorPitch;
@@ -622,7 +625,7 @@ typedef struct
         saved_game->read<int32_t>(ffireDebounce);
         saved_game->read<int32_t>(ffireFadeDebounce);
     }
-} gNPC_t;
+}; // ja_gNPC_t
 
 
 void G_SquadPathsInit(void);
diff --git a/code/game/fields.h b/code/game/fields.h
index 877ecec..ba7bb10 100644
--- a/code/game/fields.h
+++ b/code/game/fields.h
@@ -37,9 +37,9 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
 #define	FOFS(x) offsetof(gentity_t, x)	// usually already defined in qshared.h
 #endif
 #define	STOFS(x) offsetof(spawn_temp_t, x)
-#define	LLOFS(x) offsetof(level_locals_t, x)
+#define	LLOFS(x) offsetof(ja_level_locals_t, x)
 #define	CLOFS(x) offsetof(ja_gclient_t, x)
-#define NPCOFS(x) offsetof(gNPC_t, x)
+#define NPCOFS(x) offsetof(ja_gNPC_t, x)
 #define VHOFS(x) offsetof(Vehicle_t, x)
 
 //
diff --git a/code/game/g_local.h b/code/game/g_local.h
index 9da71d5..3502333 100644
--- a/code/game/g_local.h
+++ b/code/game/g_local.h
@@ -239,8 +239,10 @@ typedef struct
 #define	WF_PUFFING		0x00000004	// puffing something
 
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class ja_level_locals_t
 {
+public:
 	ja_gclient_t	*clients;		// [maxclients]
 
 	// store latched cvars here that we want to get at often
@@ -343,9 +345,9 @@ typedef struct
         saved_game->read<int32_t>(worldFlags);
         saved_game->read<int32_t>(dmState);
     }
-} level_locals_t;
+}; // ja_level_locals_t
 
-extern	level_locals_t	level;
+extern	ja_level_locals_t	level;
 extern	game_export_t	globals;
 
 extern	cvar_t	*g_gravity;
diff --git a/code/game/g_main.cpp b/code/game/g_main.cpp
index 4475289..0d75924 100644
--- a/code/game/g_main.cpp
+++ b/code/game/g_main.cpp
@@ -62,7 +62,7 @@ extern qboolean g_bCollidableRoffs;
 
 #define	STEPSIZE		18
 
-level_locals_t	level;
+ja_level_locals_t	level;
 game_import_t	gi;
 game_export_t	globals;
 gentity_t		g_entities[MAX_GENTITIES];
diff --git a/code/game/g_public.h b/code/game/g_public.h
index 08cf22c..0465c27 100644
--- a/code/game/g_public.h
+++ b/code/game/g_public.h
@@ -90,10 +90,11 @@ typedef enum
 #ifndef GAME_INCLUDE
 
 // the server needs to know enough information to handle collision and snapshot generation
+class playerState_t;
 
 struct gentity_s {
 	entityState_t	s;				// communicated by server to clients
-	struct playerState_s	*client;
+	playerState_t	*client;
 	qboolean	inuse;
 	qboolean	linked;				// qfalse if not in any good cluster
 
diff --git a/code/game/g_savegame.cpp b/code/game/g_savegame.cpp
index 31dcbae..25a362c 100644
--- a/code/game/g_savegame.cpp
+++ b/code/game/g_savegame.cpp
@@ -835,7 +835,7 @@ All pointer variables (except function pointers) must be handled specially.
 */
 static void WriteLevelLocals ()
 {
-	level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse);
+	ja_level_locals_t *temp = (ja_level_locals_t *)gi.Malloc(sizeof(ja_level_locals_t), TAG_TEMP_WORKSPACE, qfalse);
 	*temp = level;	// copy out all data into a temp space
 
 	EnumerateFields(savefields_LevelLocals, temp, INT_ID('L','V','L','C'), LLOFS(LEVEL_LOCALS_T_SAVESTOP));	// sizeof(temp));
@@ -855,7 +855,7 @@ static void ReadLevelLocals ()
 	//
 	ja_gclient_t *pClients = level.clients;	// save clients
 
-	level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse);
+	ja_level_locals_t *temp = (ja_level_locals_t *)gi.Malloc(sizeof(ja_level_locals_t), TAG_TEMP_WORKSPACE, qfalse);
 	*temp = level;	// struct copy
 	EvaluateFields(savefields_LevelLocals, temp, (byte *)&level, INT_ID('L','V','L','C'), LLOFS(LEVEL_LOCALS_T_SAVESTOP),qfalse);	// sizeof(level_locals_t));
 	level = *temp;					// struct copy
@@ -909,7 +909,7 @@ static void WriteGEntities(qboolean qbAutosave)
 			//
 			if (tempEnt.NPC)
 			{
-				gNPC_t npc = *ent->NPC;	// NOT *tempEnt.NPC; !! :-)
+				ja_gNPC_t npc = *ent->NPC;	// NOT *tempEnt.NPC; !! :-)
 
 				EnumerateFields(savefields_gNPC, &npc, INT_ID('G','N','P','C'), sizeof(npc));
 			}
@@ -1022,7 +1022,7 @@ static void ReadGEntities(qboolean qbAutosave)
 		//
 		if (pEnt->NPC)	// will be qtrue/qfalse
 		{
-			gNPC_t tempNPC;
+			ja_gNPC_t tempNPC;
 
 			EvaluateFields(savefields_gNPC, &tempNPC,(byte *)pEntOriginal->NPC, INT_ID('G','N','P','C'), sizeof (*pEnt->NPC),qfalse);
 
@@ -1039,7 +1039,7 @@ static void ReadGEntities(qboolean qbAutosave)
 				// original didn't have one (hmmm...), so make a new one...
 				//
 				//assert(0);	// I want to know about this, though not in release
-				pEnt->NPC = (gNPC_t *) G_Alloc(sizeof(*pEnt->NPC));
+				pEnt->NPC = (ja_gNPC_t *) G_Alloc(sizeof(*pEnt->NPC));
 			}
 
 			// copy over the one we've just loaded...
@@ -1091,7 +1091,7 @@ static void ReadGEntities(qboolean qbAutosave)
 		//
 		if (pEnt->parms)	// will be qtrue/qfalse
 		{
-			parms_t tempParms;
+			ja_parms_t tempParms;
 
             ::gi.saved_game->read_chunk(
                 INT_ID('P','A','R','M'),
@@ -1109,7 +1109,7 @@ static void ReadGEntities(qboolean qbAutosave)
 			{
 				// original didn't have one, so make a new one...
 				//
-				pEnt->parms = (parms_t *) G_Alloc(sizeof(*pEnt->parms));
+				pEnt->parms = (ja_parms_t *) G_Alloc(sizeof(*pEnt->parms));
 			}
 
 			// copy over the one we've just loaded...
diff --git a/code/game/g_shared.h b/code/game/g_shared.h
index ddf8aa5..8fe7f2a 100644
--- a/code/game/g_shared.h
+++ b/code/game/g_shared.h
@@ -198,8 +198,10 @@ typedef enum
 #define	RF_LOCKEDANGLE	1
 
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct renderInfo_s
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class ja_renderInfo_t
 {
+public:
 	// Legs model, or full model on one piece entities
 
 	union
@@ -402,7 +404,7 @@ typedef struct renderInfo_s
         saved_game->read<int32_t>(lookingDebounceTime);
         saved_game->read<float>(legsYaw);
     }
-} renderInfo_t;
+}; // ja_renderInfo_t
 
 // Movement information structure
 
@@ -430,7 +432,10 @@ typedef enum {
 } playerTeamStateState_t;
 
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct {
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class ja_playerTeamState_t
+{
+public:
 	playerTeamStateState_t	state;
 
 	int			captures;
@@ -477,11 +482,13 @@ typedef struct {
         saved_game->read<float>(flagsince);
         saved_game->read<float>(lastfraggedcarrier);
     }
-} playerTeamState_t;
+}; // ja_playerTeamState_t
 
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct objectives_s
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class ja_objectives_t
 {
+public:
 	qboolean	display;	// A displayable objective?
 	int			status;	// Succeed or fail or pending
 
@@ -499,14 +506,16 @@ typedef struct objectives_s
         saved_game->read<int32_t>(display);
         saved_game->read<int32_t>(status);
     }
-} objectives_t;
+}; // ja_objectives_t
 // NOTE: This is an arbitrary number greater than our current number of objectives with
 // some fluff just in case we add more in the future.
 #define MAX_MISSION_OBJ 100
 
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct missionStats_s
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class ja_missionStats_t
 {
+public:
 	int				secretsFound;					// # of secret areas found
 	int				totalSecrets;					// # of secret areas that could have been found
 	int				shotsFired;						// total number of shots fired
@@ -560,7 +569,7 @@ typedef struct missionStats_s
         saved_game->read<int32_t>(forceUsed);
         saved_game->read<int32_t>(weaponUsed);
     }
-} missionStats_t;
+}; // ja_missionStats_t
 
 // the auto following clients don't follow a specific client
 // number, but instead follow the first two active players
@@ -579,8 +588,8 @@ class ja_clientSession_t
 public:
 	int				missionObjectivesShown;	// Number of times mission objectives have been updated
 	team_t			sessionTeam;
-	objectives_t	mission_objectives[MAX_MISSION_OBJ];
-	missionStats_t	missionStats;			// Various totals while on a mission
+	ja_objectives_t	mission_objectives[MAX_MISSION_OBJ];
+	ja_missionStats_t	missionStats;			// Various totals while on a mission
 
 
     void sg_export(
@@ -616,7 +625,7 @@ public:
 	int			enterTime;			// level.time the client entered the game
 	short		cmd_angles[3];		// angles sent over in the last command
 
-	playerTeamState_t teamState;	// status in teamplay games
+	ja_playerTeamState_t teamState;	// status in teamplay games
 
 
     void sg_export(
@@ -744,7 +753,7 @@ public:
 	float		hiddenDist;//How close ents have to be to pick you up as an enemy
 	vec3_t		hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden)
 
-	renderInfo_t	renderInfo;
+	ja_renderInfo_t	renderInfo;
 
 	//dismember tracker
 	bool		dismembered;
@@ -919,8 +928,10 @@ public:
 #define	MAX_PARMS	16
 #define	MAX_PARM_STRING_LENGTH	MAX_QPATH//was 16, had to lengthen it so they could take a valid file path
 
-typedef struct
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class ja_parms_t
 {
+public:
 	char	parm[MAX_PARMS][MAX_PARM_STRING_LENGTH];
 
 
@@ -935,7 +946,7 @@ typedef struct
     {
         saved_game->read<int8_t>(parm);
     }
-} parms_t;
+}; // ja_parms_t
 
 #ifdef GAME_INCLUDE
 //these hold the place for the enums in functions.h so i don't have to recompile everytime it changes
@@ -1135,7 +1146,7 @@ Ghoul2 Insert End
 //Script/ICARUS-related fields
 	int				m_iIcarusID;
 	int				taskID[NUM_TIDS];
-	parms_t			*parms;
+	ja_parms_t			*parms;
 	char		*behaviorSet[NUM_BSETS];
 	char		*script_targetname;
 	int			delayScriptTime;
@@ -1202,7 +1213,7 @@ Ghoul2 Insert End
 
 	//NPC/Player entity fields
 	//FIXME: Make these client only?
-	gNPC_t		*NPC;//Only allocated if the entity becomes an NPC
+	ja_gNPC_t		*NPC;//Only allocated if the entity becomes an NPC
 
 	//Other NPC/Player-related entity fields
 	char		*ownername;//Used by squadpaths to locate owning NPC
diff --git a/code/qcommon/msg.cpp b/code/qcommon/msg.cpp
index 1a35150..dc23211 100644
--- a/code/qcommon/msg.cpp
+++ b/code/qcommon/msg.cpp
@@ -1026,7 +1026,7 @@ MSG_WriteDeltaPlayerstate
 
 =============
 */
-void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to ) {
+void MSG_WriteDeltaPlayerstate( msg_t *msg, playerState_t *from, playerState_t *to ) {
 	int				i;
 	playerState_t	dummy;
 	int				statsbits;
diff --git a/code/qcommon/q_shared.h b/code/qcommon/q_shared.h
index 0186889..54ef294 100644
--- a/code/qcommon/q_shared.h
+++ b/code/qcommon/q_shared.h
@@ -2278,7 +2278,10 @@ typedef struct
 // so if a playerState_t is transmitted, the entityState_t can be fully derived
 // from it.
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct playerState_s {
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class playerState_t
+{
+public:
 	int			commandTime;		// cmd->serverTime of last executed command
 	int			pm_type;
 	int			bobCycle;			// for view bobbing and footstep generation
@@ -2864,7 +2867,7 @@ typedef struct playerState_s {
         saved_game->read<int32_t>(brokenLimbs);
         saved_game->read<int32_t>(electrifyTime);
     }
-} playerState_t;
+}; // playerState_t
 
 //====================================================================
 
diff --git a/code/qcommon/qcommon.h b/code/qcommon/qcommon.h
index bd79f4b..483b85b 100644
--- a/code/qcommon/qcommon.h
+++ b/code/qcommon/qcommon.h
@@ -68,7 +68,7 @@ void MSG_WriteData (msg_t *buf, const void *data, int length);
 
 struct usercmd_s;
 struct entityState_s;
-struct playerState_s;
+class playerState_t;
 
 void MSG_WriteBits( msg_t *msg, int value, int bits );
 
@@ -99,8 +99,8 @@ void MSG_ReadDeltaEntity( msg_t *msg, entityState_t *from, entityState_t *to,
 void MSG_ReadEntity( msg_t *msg, entityState_t *to);
 void MSG_WriteEntity( msg_t *msg, entityState_t *to, int removeNum);
 
-void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to );
-void MSG_ReadDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to );
+void MSG_WriteDeltaPlayerstate( msg_t *msg, playerState_t *from, playerState_t *to );
+void MSG_ReadDeltaPlayerstate( msg_t *msg, playerState_t *from, playerState_t *to );
 
 /*
 ==============================================================
diff --git a/code/ui/ui_main.cpp b/code/ui/ui_main.cpp
index 3f48716..2b790af 100644
--- a/code/ui/ui_main.cpp
+++ b/code/ui/ui_main.cpp
@@ -2017,12 +2017,13 @@ static qboolean UI_OwnerDrawHandleKey(int ownerDraw, int flags, float *special,
 //because the ui can be loaded while the game/cgame are not loaded. So we're going to recreate what we need here.
 #undef MAX_ANIM_FILES
 #define MAX_ANIM_FILES 4
-typedef struct
+class ui_animFileSet_t
 {
+public:
 	char			filename[MAX_QPATH];
 	ja_animation_t		animations[MAX_ANIMATIONS];
-} animFileSet_t;
-static animFileSet_t	ui_knownAnimFileSets[MAX_ANIM_FILES];
+}; // ui_animFileSet_t
+static ui_animFileSet_t	ui_knownAnimFileSets[MAX_ANIM_FILES];
 
 int				ui_numKnownAnimFileSets;
 
diff --git a/codeJK2/cgame/cg_main.cpp b/codeJK2/cgame/cg_main.cpp
index 7b2e5c2..709f443 100644
--- a/codeJK2/cgame/cg_main.cpp
+++ b/codeJK2/cgame/cg_main.cpp
@@ -939,7 +939,7 @@ Ghoul2 Insert End
 }
 
 
-void CG_RegisterClientRenderInfo(jo_clientInfo_t *ci, renderInfo_t *ri)
+void CG_RegisterClientRenderInfo(jo_clientInfo_t *ci, jo_renderInfo_t *ri)
 {
 	char			*slash;
 	char			headModelName[MAX_QPATH];
diff --git a/codeJK2/cgame/cg_players.cpp b/codeJK2/cgame/cg_players.cpp
index 5f544bd..7aea958 100644
--- a/codeJK2/cgame/cg_players.cpp
+++ b/codeJK2/cgame/cg_players.cpp
@@ -1666,7 +1666,7 @@ CG_AddHeadBob
 */
 static qboolean CG_AddHeadBob( centity_t *cent, vec3_t addTo )
 {
-	renderInfo_t	*renderInfo	= &cent->gent->client->renderInfo;
+	jo_renderInfo_t	*renderInfo	= &cent->gent->client->renderInfo;
 	const int		volume		= gi.VoiceVolume[cent->gent->s.clientNum];
 	const int		volChange	= volume - renderInfo->lastVoiceVolume;//was *3 because voice fromLA was too low
 	int				i;
diff --git a/codeJK2/game/NPC.cpp b/codeJK2/game/NPC.cpp
index c301664..b6a69e2 100644
--- a/codeJK2/game/NPC.cpp
+++ b/codeJK2/game/NPC.cpp
@@ -75,7 +75,7 @@ cvar_t		*d_slowmodeath;
 extern qboolean	stop_icarus;
 
 gentity_t		*NPC;
-gNPC_t			*NPCInfo;
+jo_gNPC_t			*NPCInfo;
 jo_gclient_t		*client;
 usercmd_t		ucmd;
 visibility_t	enemyVisibility;
@@ -817,7 +817,7 @@ void SetNPCGlobals( gentity_t *ent )
 }
 
 gentity_t	*_saved_NPC;
-gNPC_t		*_saved_NPCInfo;
+jo_gNPC_t		*_saved_NPCInfo;
 jo_gclient_t	*_saved_client;
 usercmd_t	_saved_ucmd;
 
diff --git a/codeJK2/game/NPC_spawn.cpp b/codeJK2/game/NPC_spawn.cpp
index 3627d20..c3faba7 100644
--- a/codeJK2/game/NPC_spawn.cpp
+++ b/codeJK2/game/NPC_spawn.cpp
@@ -1070,9 +1070,9 @@ void NPC_Begin (gentity_t *ent)
 	}
 }
 
-gNPC_t *New_NPC_t()
+jo_gNPC_t *New_NPC_t()
 {
-	gNPC_t *ptr = (gNPC_t *)G_Alloc (sizeof(gNPC_t));
+	jo_gNPC_t *ptr = (jo_gNPC_t *)G_Alloc (sizeof(jo_gNPC_t));
 
 	if (ptr)
 	{
diff --git a/codeJK2/game/NPC_stats.cpp b/codeJK2/game/NPC_stats.cpp
index 85e7cfd..1eec8d1 100644
--- a/codeJK2/game/NPC_stats.cpp
+++ b/codeJK2/game/NPC_stats.cpp
@@ -301,7 +301,7 @@ static int MoveTypeNameToEnum( const char *name )
 	return MT_STATIC;
 }
 
-extern void CG_RegisterClientRenderInfo(jo_clientInfo_t *ci, renderInfo_t *ri);
+extern void CG_RegisterClientRenderInfo(jo_clientInfo_t *ci, jo_renderInfo_t *ri);
 extern void CG_RegisterClientModels (int entityNum);
 extern void CG_RegisterNPCCustomSounds( jo_clientInfo_t *ci );
 extern void CG_RegisterNPCEffects( team_t team );
@@ -706,7 +706,7 @@ Precaches NPC skins, tgas and md3s.
 void NPC_Precache ( gentity_t *spawner )
 {
 	jo_clientInfo_t	ci={};
-	renderInfo_t	ri={};
+	jo_renderInfo_t	ri={};
 	team_t			playerTeam = TEAM_FREE;
 	const char	*token;
 	const char	*value;
@@ -1070,8 +1070,8 @@ qboolean NPC_ParseParms( const char *NPCName, gentity_t *NPC )
 	char	playerModel[MAX_QPATH];
 	char	customSkin[MAX_QPATH];
 	jo_clientInfo_t	*ci = &NPC->client->clientInfo;
-	renderInfo_t	*ri = &NPC->client->renderInfo;
-	gNPCstats_t		*stats = NULL;
+	jo_renderInfo_t	*ri = &NPC->client->renderInfo;
+	jo_gNPCstats_t		*stats = NULL;
 	qboolean	md3Model = qtrue;
 	char	surfOff[1024];
 	char	surfOn[1024];
diff --git a/codeJK2/game/Q3_Interface.cpp b/codeJK2/game/Q3_Interface.cpp
index 71699d5..86dc9ef 100644
--- a/codeJK2/game/Q3_Interface.cpp
+++ b/codeJK2/game/Q3_Interface.cpp
@@ -723,7 +723,7 @@ static void Q3_SetObjective(const char *ObjEnum, int status)
 {
 	int objectiveID;
 	jo_gclient_t	*client;
-	objectives_t	*objective;
+	jo_objectives_t	*objective;
 	int				*objectivesShown;
 
 	client = &level.clients[0];
@@ -4124,8 +4124,8 @@ void Q3_SetParm (int entID, int parmNum, const char *parmValue)
 
 	if( !ent->parms )
 	{
-		ent->parms = (parms_t *)G_Alloc( sizeof(parms_t) );
-		memset( ent->parms, 0, sizeof(parms_t) );
+		ent->parms = (jo_parms_t *)G_Alloc( sizeof(jo_parms_t) );
+		memset( ent->parms, 0, sizeof(jo_parms_t) );
 	}
 
 	if ( (val = Q3_CheckStringCounterIncrement( parmValue )) )
diff --git a/codeJK2/game/b_local.h b/codeJK2/game/b_local.h
index d450b92..dd3ebd0 100644
--- a/codeJK2/game/b_local.h
+++ b/codeJK2/game/b_local.h
@@ -81,7 +81,7 @@ extern void Debug_NPCPrintf( gentity_t *printNPC, cvar_t *cv, int debugLevel, ch
 //MCG - Begin============================================================
 //NPC_ai variables - shared by NPC.cpp andf the following modules
 extern gentity_t	*NPC;
-extern gNPC_t		*NPCInfo;
+extern jo_gNPC_t		*NPCInfo;
 extern jo_gclient_t	*client;
 extern usercmd_t	ucmd;
 extern visibility_t	enemyVisibility;
diff --git a/codeJK2/game/b_public.h b/codeJK2/game/b_public.h
index 85f6671..66263b0 100644
--- a/codeJK2/game/b_public.h
+++ b/codeJK2/game/b_public.h
@@ -114,8 +114,9 @@ typedef enum //# movetype_e
 	NUM_MOVETYPES
 } movetype_t;
 
-typedef struct gNPCstats_e
+class jo_gNPCstats_t
 {//Stats, loaded in, and can be set by scripts
+public:
 	//AI
 	int		aggression;			//			"
 	int		aim;				//			"
@@ -183,7 +184,7 @@ typedef struct gNPCstats_e
         saved_game->read<int32_t>(health);
         saved_game->read<int32_t>(acceleration);
     }
-} gNPCstats_t;
+}; // jo_gNPCstats_t
 
 // NOTE!!!  If you add any ptr fields into this structure could you please tell me so I can update the load/save code?
 //	so far the only things I've got to cope with are a bunch of gentity_t*'s, but tell me if any more get added -slc
@@ -193,8 +194,10 @@ typedef struct gNPCstats_e
 #define	ENEMY_POS_LAG_INTERVAL	100
 #define	ENEMY_POS_LAG_STEPS	(MAX_ENEMY_POS_LAG/ENEMY_POS_LAG_INTERVAL)
 
-typedef struct 
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class jo_gNPC_t
 {
+public:
 	//FIXME: Put in playerInfo or something
 	int			timeOfDeath;			//FIXME do we really need both of these
 	gentity_t	*touchedByPlayer;
@@ -275,7 +278,7 @@ typedef struct
 	vec3_t		lastPathAngles;		//So we know which way to face generally when we stop
 
 	//stats
-	gNPCstats_t	stats;
+	jo_gNPCstats_t	stats;
 	int			aimErrorDebounceTime;
 	float		lastAimErrorYaw;
 	float		lastAimErrorPitch;
@@ -550,7 +553,7 @@ typedef struct
         saved_game->read<int32_t>(ffireDebounce);
         saved_game->read<int32_t>(ffireFadeDebounce);
     }
-} gNPC_t;
+}; // jo_gNPC_t
 
 void G_SquadPathsInit(void);
 void NPC_InitGame( void );
diff --git a/codeJK2/game/fields.h b/codeJK2/game/fields.h
index b08b128..42e3da3 100644
--- a/codeJK2/game/fields.h
+++ b/codeJK2/game/fields.h
@@ -37,9 +37,9 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
 #define	FOFS(x) offsetof(gentity_t, x)	// usually already defined in qshared.h
 #endif
 #define STOFS(x) offsetof(spawn_temp_t, x)
-#define LLOFS(x) offsetof(level_locals_t, x)
+#define LLOFS(x) offsetof(jo_level_locals_t, x)
 #define CLOFS(x) offsetof(jo_gclient_t, x)
-#define NPCOFS(x) offsetof(gNPC_t, x) 
+#define NPCOFS(x) offsetof(jo_gNPC_t, x) 
 //
 #define strFOFS(x)	 #x,FOFS(x)
 #define	strSTOFS(x)  #x,STOFS(x)
diff --git a/codeJK2/game/g_local.h b/codeJK2/game/g_local.h
index 4488fd4..58f8d08 100644
--- a/codeJK2/game/g_local.h
+++ b/codeJK2/game/g_local.h
@@ -194,8 +194,10 @@ typedef struct
 #define	WF_SNOWING	0x00000002	//snowing
 
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct 
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class jo_level_locals_t
 {
+public:
 	jo_gclient_t	*clients;		// [maxclients]
 
 	// store latched cvars here that we want to get at often
@@ -291,9 +293,9 @@ typedef struct
         saved_game->read<int32_t>(worldFlags);
         saved_game->read<int32_t>(dmState);
     }
-} level_locals_t;
+}; // jo_level_locals_t
 
-extern	level_locals_t	level;
+extern	jo_level_locals_t	level;
 extern	game_export_t	globals;
 
 extern	cvar_t	*g_gravity;
diff --git a/codeJK2/game/g_main.cpp b/codeJK2/game/g_main.cpp
index 1de4cd1..4306808 100644
--- a/codeJK2/game/g_main.cpp
+++ b/codeJK2/game/g_main.cpp
@@ -44,7 +44,7 @@ int		eventClearTime = 0;
 
 #define	STEPSIZE		18
 
-level_locals_t	level;
+jo_level_locals_t	level;
 game_import_t	gi;
 game_export_t	globals;
 gentity_t		g_entities[MAX_GENTITIES];
diff --git a/codeJK2/game/g_savegame.cpp b/codeJK2/game/g_savegame.cpp
index c7df21c..5e75a1e9 100644
--- a/codeJK2/game/g_savegame.cpp
+++ b/codeJK2/game/g_savegame.cpp
@@ -667,7 +667,7 @@ All pointer variables (except function pointers) must be handled specially.
 */
 static void WriteLevelLocals ()
 {
-	level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse);
+	jo_level_locals_t *temp = (jo_level_locals_t *)gi.Malloc(sizeof(jo_level_locals_t), TAG_TEMP_WORKSPACE, qfalse);
 	*temp = level;	// copy out all data into a temp space
 
 	EnumerateFields(savefields_LevelLocals, temp, INT_ID('L','V','L','C'), LLOFS(LEVEL_LOCALS_T_SAVESTOP));
@@ -687,7 +687,7 @@ static void ReadLevelLocals ()
 	//
 	jo_gclient_t *pClients = level.clients;	// save clients
 
-	level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse);
+	jo_level_locals_t *temp = (jo_level_locals_t *)gi.Malloc(sizeof(jo_level_locals_t), TAG_TEMP_WORKSPACE, qfalse);
 	*temp = level;
 	EvaluateFields(savefields_LevelLocals, temp, &level, INT_ID('L','V','L','C'), LLOFS(LEVEL_LOCALS_T_SAVESTOP),qfalse);	// sizeof(level_locals_t));
 	level = *temp;					// struct copy
@@ -741,7 +741,7 @@ static void WriteGEntities(qboolean qbAutosave)
 			//
 			if (tempEnt.NPC)
 			{
-				gNPC_t npc = *ent->NPC;	// NOT *tempEnt.NPC; !! :-)
+				jo_gNPC_t npc = *ent->NPC;	// NOT *tempEnt.NPC; !! :-)
 
 				EnumerateFields(savefields_gNPC, &npc, INT_ID('G','N','P','C'), sizeof(npc));
 			}
@@ -847,7 +847,7 @@ static void ReadGEntities(qboolean qbAutosave)
 		//
 		if (pEnt->NPC)	// will be qtrue/qfalse
 		{
-			gNPC_t tempNPC;
+			jo_gNPC_t tempNPC;
 
 			EvaluateFields(savefields_gNPC, &tempNPC,pEntOriginal->NPC, INT_ID('G','N','P','C'), sizeof (*pEnt->NPC),qfalse);
 
@@ -864,7 +864,7 @@ static void ReadGEntities(qboolean qbAutosave)
 				// original didn't have one (hmmm...), so make a new one...
 				//
 				//assert(0);	// I want to know about this, though not in release
-				pEnt->NPC = (gNPC_t *) G_Alloc(sizeof(*pEnt->NPC));
+				pEnt->NPC = (jo_gNPC_t *) G_Alloc(sizeof(*pEnt->NPC));
 			}
 
 			// copy over the one we've just loaded...
@@ -903,7 +903,7 @@ static void ReadGEntities(qboolean qbAutosave)
 		//
 		if (pEnt->parms)	// will be qtrue/qfalse
 		{
-			parms_t tempParms;
+			jo_parms_t tempParms;
 
             ::gi.saved_game->read_chunk(
                 INT_ID('P','A','R','M'),
@@ -921,7 +921,7 @@ static void ReadGEntities(qboolean qbAutosave)
 			{
 				// original didn't have one, so make a new one...
 				//
-				pEnt->parms = (parms_t *) G_Alloc(sizeof(*pEnt->parms));
+				pEnt->parms = (jo_parms_t *) G_Alloc(sizeof(*pEnt->parms));
 			}
 
 			// copy over the one we've just loaded...
diff --git a/codeJK2/game/g_shared.h b/codeJK2/game/g_shared.h
index f9e108e..c25e7b1 100644
--- a/codeJK2/game/g_shared.h
+++ b/codeJK2/game/g_shared.h
@@ -255,8 +255,10 @@ typedef enum
 #define	RF_LOCKEDANGLE	1
 
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct renderInfo_s
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class jo_renderInfo_t
 {
+public:
 	// Legs model, or full model on one piece entities
 	union
 	{
@@ -438,7 +440,7 @@ typedef struct renderInfo_s
         saved_game->read<int32_t>(lookingDebounceTime);
         saved_game->read<float>(legsYaw);
     }
-} renderInfo_t;
+}; // jo_renderInfo_t
 
 // Movement information structure
 
@@ -466,7 +468,10 @@ typedef enum {
 } playerTeamStateState_t;
 
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct {
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class jo_playerTeamState_t
+{
+public:
 	playerTeamStateState_t	state;
 
 	int			captures;
@@ -513,11 +518,13 @@ typedef struct {
         saved_game->read<float>(flagsince);
         saved_game->read<float>(lastfraggedcarrier);
     }
-} playerTeamState_t;
+}; // jo_playerTeamState_t
 
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct objectives_s
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class jo_objectives_t
 {
+public:
 	qboolean	display;	// A displayable objective?
 	int			status;	// Succeed or fail or pending
 
@@ -535,12 +542,14 @@ typedef struct objectives_s
         saved_game->read<int32_t>(display);
         saved_game->read<int32_t>(status);
     }
-} objectives_t;
+}; // jo_objectives_t
 #define MAX_MISSION_OBJ 80
 
 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
-typedef struct missionStats_s
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class jo_missionStats_t
 {
+public:
 	int				secretsFound;					// # of secret areas found
 	int				totalSecrets;					// # of secret areas that could have been found
 	int				shotsFired;						// total number of shots fired
@@ -594,7 +603,7 @@ typedef struct missionStats_s
         saved_game->read<int32_t>(forceUsed);
         saved_game->read<int32_t>(weaponUsed);
     }
-} missionStats_t;
+}; // jo_missionStats_t
 
 // the auto following clients don't follow a specific client
 // number, but instead follow the first two active players
@@ -613,8 +622,8 @@ class jo_clientSession_t
 public:
 	int				missionObjectivesShown;	// Number of times mission objectives have been updated
 	team_t			sessionTeam;
-	objectives_t	mission_objectives[MAX_MISSION_OBJ];
-	missionStats_t	missionStats;			// Various totals while on a mission
+	jo_objectives_t	mission_objectives[MAX_MISSION_OBJ];
+	jo_missionStats_t	missionStats;			// Various totals while on a mission
 
 
     void sg_export(
@@ -651,7 +660,7 @@ public:
 	int			enterTime;			// level.time the client entered the game
 	short		cmd_angles[3];		// angles sent over in the last command
 
-	playerTeamState_t teamState;	// status in teamplay games
+	jo_playerTeamState_t teamState;	// status in teamplay games
 
 
     void sg_export(
@@ -781,7 +790,7 @@ public:
 	float		hiddenDist;//How close ents have to be to pick you up as an enemy
 	vec3_t		hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden)
 
-	renderInfo_t	renderInfo;
+	jo_renderInfo_t	renderInfo;
 	saberTrail_t	saberTrail;
 
 	//dismember tracker
@@ -929,8 +938,11 @@ public:
 
 #define	MAX_PARMS	16
 #define	MAX_PARM_STRING_LENGTH	MAX_QPATH//was 16, had to lengthen it so they could take a valid file path
-typedef struct
-{	
+
+// FIXME Added prefix to avoid debugging problems in Visual Studio.
+class jo_parms_t
+{
+public:
 	char	parm[MAX_PARMS][MAX_PARM_STRING_LENGTH];
 
 
@@ -945,7 +957,7 @@ typedef struct
     {
         saved_game->read<int8_t>(parm);
     }
-} parms_t;
+}; // jo_parms_t
 
 #define GAME_INCLUDE
 #ifdef GAME_INCLUDE
@@ -1135,7 +1147,7 @@ Ghoul2 Insert End
 	CSequencer		*sequencer;
 	CTaskManager	*taskManager;
 	int				taskID[NUM_TIDS];
-	parms_t			*parms;
+	jo_parms_t			*parms;
 	char		*behaviorSet[NUM_BSETS];
 	char		*script_targetname;
 	int			delayScriptTime;
@@ -1198,7 +1210,7 @@ Ghoul2 Insert End
 //FIELDS USED EXCLUSIVELY BY SPECIFIC CLASSES OF ENTITIES
 	//NPC/Player entity fields
 	//FIXME: Make these client only?
-	gNPC_t		*NPC;//Only allocated if the entity becomes an NPC
+	jo_gNPC_t		*NPC;//Only allocated if the entity becomes an NPC
 
 	//Other NPC/Player-related entity fields
 	char		*ownername;//Used by squadpaths to locate owning NPC

-- 
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/openjk.git



More information about the Pkg-games-commits mailing list