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Renamed UniQuake files and functions to have consistent casing

console
Nico de Poel 5 years ago
parent
commit
3f74b45969
  1. 2
      Assets/Scripts/Bootstrap.cs
  2. 12
      Assets/Scripts/UniQuake.cs
  3. 0
      Assets/Scripts/UniQuake.cs.meta
  4. 6
      engine/projects/uniquake/uniquake.c

2
Assets/Scripts/Bootstrap.cs

@ -16,7 +16,7 @@ public class Bootstrap : MonoBehaviour
{
if (GUILayout.Button("Start Quake!"))
{
gameObject.AddComponent<Uniquake>();
gameObject.AddComponent<UniQuake>();
}
GUILayout.Label("Time scale:");

12
Assets/Scripts/Uniquake.cs → Assets/Scripts/UniQuake.cs

@ -4,7 +4,7 @@ using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
public class Uniquake: MonoBehaviour
public class UniQuake: MonoBehaviour
{
private const string DllName = "uniquake.dll";
private const int MemSize = 0x4000000; // 64 MB of heap space
@ -43,12 +43,12 @@ public class Uniquake: MonoBehaviour
memSize = MemSize,
};
Uniquake_Init(callbacks.CallbacksPtr, quakeParms);
UniQuake_Init(callbacks.CallbacksPtr, quakeParms);
}
void Update()
{
Uniquake_Update(Time.deltaTime);
UniQuake_Update(Time.deltaTime);
}
private void OnDestroy()
@ -78,13 +78,13 @@ public class Uniquake: MonoBehaviour
}
[DllImport(DllName, CallingConvention = CallingConvention.Cdecl)]
private static extern void Uniquake_Echo(DebugLogCallback logCallback, [MarshalAs(UnmanagedType.LPStr)] string message);
private static extern void UniQuake_Echo(DebugLogCallback logCallback, [MarshalAs(UnmanagedType.LPStr)] string message);
[DllImport(DllName, CallingConvention = CallingConvention.Cdecl)]
private static extern void Uniquake_Init(IntPtr callbacks, QuakeParms parms);
private static extern void UniQuake_Init(IntPtr callbacks, QuakeParms parms);
[DllImport(DllName, CallingConvention = CallingConvention.Cdecl)]
private static extern void Uniquake_Update(float deltaTime);
private static extern void UniQuake_Update(float deltaTime);
private delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)] string message);

0
Assets/Scripts/Uniquake.cs.meta → Assets/Scripts/UniQuake.cs.meta

6
engine/projects/uniquake/uniquake.c

@ -53,12 +53,12 @@ double Sys_FloatTime(void)
return unity_callbacks->RealtimeSinceStartup();
}
UNIQUAKE_API void Uniquake_Echo(void(__stdcall *DebugLog)(const char *msg), const char *message)
UNIQUAKE_API void UniQuake_Echo(void(__stdcall *DebugLog)(const char *msg), const char *message)
{
DebugLog(message);
}
UNIQUAKE_API void Uniquake_Init(const unity_callbacks_t *callbacks, quakeparms_t *parms)
UNIQUAKE_API void UniQuake_Init(const unity_callbacks_t *callbacks, quakeparms_t *parms)
{
unity_callbacks = callbacks;
@ -69,7 +69,7 @@ UNIQUAKE_API void Uniquake_Init(const unity_callbacks_t *callbacks, quakeparms_t
Host_Init(parms);
}
UNIQUAKE_API void Uniquake_Update(float deltaTime)
UNIQUAKE_API void UniQuake_Update(float deltaTime)
{
// TODO: limit ticrate when running dedicated server

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