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Fixed spelling errors of "Receive" in the NetMsg VScript singleton
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fb30f64d30
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@ -1228,7 +1228,7 @@ void CNetMsgScriptHelper::Reset()
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}
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//-----------------------------------------------------------------------------
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// Create the storage for the reciever callback functions.
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// Create the storage for the receiver callback functions.
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// Functions are handled in the VM, the storage table is here.
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//-----------------------------------------------------------------------------
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void CNetMsgScriptHelper::InitPostVM()
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@ -1264,7 +1264,7 @@ bool CNetMsgScriptHelper::Init() // IGameSystem
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//-----------------------------------------------------------------------------
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void CNetMsgScriptHelper::__MsgFunc_ScriptMsg( bf_read &msg )
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{
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g_ScriptNetMsg->RecieveMessage( msg );
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g_ScriptNetMsg->ReceiveMessage( msg );
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}
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#endif // CLIENT_DLL
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@ -1273,11 +1273,11 @@ void CNetMsgScriptHelper::__MsgFunc_ScriptMsg( bf_read &msg )
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//
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//-----------------------------------------------------------------------------
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#ifdef GAME_DLL
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void CNetMsgScriptHelper::RecieveMessage( bf_read *msg, CBaseEntity *pPlayer )
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void CNetMsgScriptHelper::ReceiveMessage( bf_read *msg, CBaseEntity *pPlayer )
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{
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m_MsgIn = msg;
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#else
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void CNetMsgScriptHelper::RecieveMessage( bf_read &msg )
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void CNetMsgScriptHelper::ReceiveMessage( bf_read &msg )
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{
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m_MsgIn.StartReading( msg.m_pData, msg.m_nDataBytes );
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#endif
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@ -1357,7 +1357,7 @@ void CNetMsgScriptHelper::Send()
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CNetMsgScriptHelper::Recieve( const char *msg, HSCRIPT func )
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void CNetMsgScriptHelper::Receive( const char *msg, HSCRIPT func )
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{
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if ( func )
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g_pScriptVM->SetValue( m_Hooks, int( HashStringCaseless(msg) ), func );
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@ -1701,7 +1701,8 @@ BEGIN_SCRIPTDESC_ROOT_NAMED( CNetMsgScriptHelper, "CNetMsg", SCRIPT_SINGLETON "N
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DEFINE_SCRIPTFUNC( Reset, "Reset the current network message buffer" )
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DEFINE_SCRIPTFUNC( Start, "Start writing new custom network message" )
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DEFINE_SCRIPTFUNC( Recieve, "Set custom network message callback" )
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DEFINE_SCRIPTFUNC( Receive, "Set custom network message callback" )
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DEFINE_SCRIPTFUNC_NAMED( Receive, "Recieve", SCRIPT_HIDE ) // This was a typo until v6.3
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#ifdef GAME_DLL
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DEFINE_SCRIPTFUNC( Send, "Send a custom network message from the server to the client (max 252 bytes)" )
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#else
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@ -61,9 +61,9 @@ public:
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void InitPostVM();
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#ifdef GAME_DLL
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void RecieveMessage( bf_read *msg, CBaseEntity *pPlayer );
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void ReceiveMessage( bf_read *msg, CBaseEntity *pPlayer );
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#else
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void RecieveMessage( bf_read &msg );
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void ReceiveMessage( bf_read &msg );
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#endif
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void WriteToBuffer( bf_write *bf );
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@ -75,7 +75,7 @@ public:
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#else
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void Send();
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#endif
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void Recieve( const char *msg, HSCRIPT func );
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void Receive( const char *msg, HSCRIPT func );
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#ifdef GAME_DLL
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inline void DoSendUserMsg( CRecipientFilter *filter, int type );
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@ -335,7 +335,7 @@ void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from )
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#if defined( MAPBASE_VSCRIPT ) && defined( GAME_DLL )
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if ( buf->ReadOneBit() )
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{
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g_ScriptNetMsg->RecieveMessage( buf, pPlayer );
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g_ScriptNetMsg->ReceiveMessage( buf, pPlayer );
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}
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#endif
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