diff options
Diffstat (limited to 'libkdegames/kgame/kplayer.h')
-rw-r--r-- | libkdegames/kgame/kplayer.h | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/libkdegames/kgame/kplayer.h b/libkdegames/kgame/kplayer.h index a2d78929..7ad23abc 100644 --- a/libkdegames/kgame/kplayer.h +++ b/libkdegames/kgame/kplayer.h @@ -58,7 +58,7 @@ class KPlayerPrivate; * you gain a *very* big advantage: you can exchange a KGameIO whenever you * want! You can e.g. remove the KGameIO of a local (human) player and just * replace it by a computerIO on the fly! So from that point on all playerInputs - * are done by the computerIO instead of the human player. You also can replace + * are done by the computerIO instead of the human player. You also can tqreplace * all network players by computer players when the network connection is broken * or a player wants to quit. * So remember: use KGameIO whenever possible! A KPlayer should just @@ -66,9 +66,10 @@ class KPlayerPrivate; * functions which are shared by all of your KGameIOs. * */ -class KDE_EXPORT KPlayer : public QObject +class KDE_EXPORT KPlayer : public TQObject { Q_OBJECT + TQ_OBJECT public: typedef TQPtrList<KGameIO> KGameIOList; @@ -184,14 +185,14 @@ public: * * @return the player id */ - Q_UINT32 id() const; + TQ_UINT32 id() const; /* Set the players id. This is done automatically by * the game object when adding a new player! * * @param i the player id */ - void setId(Q_UINT32 i); + void setId(TQ_UINT32 i); /** * Returns the user defined id of the player @@ -333,12 +334,12 @@ public: * KGame::playerInput() (if player=false, ie the message *was* sent through * KGame::sendPlayerInput). */ - virtual bool forwardInput(TQDataStream &msg,bool transmit=true, Q_UINT32 sender=0); + virtual bool forwardInput(TQDataStream &msg,bool transmit=true, TQ_UINT32 sender=0); /** * Forwards Message to the game object..internal use only */ - virtual bool forwardMessage(TQDataStream &msg,int msgid,Q_UINT32 receiver=0,Q_UINT32 sender=0); + virtual bool forwardMessage(TQDataStream &msg,int msgid,TQ_UINT32 receiver=0,TQ_UINT32 sender=0); // Game logic /** @@ -390,7 +391,7 @@ public: * @param stream The message itself * @param sender **/ - void networkTransmission(TQDataStream &stream,int msgid,Q_UINT32 sender); + void networkTransmission(TQDataStream &stream,int msgid,TQ_UINT32 sender); /** * Searches for a property of the player given its id. @@ -430,7 +431,7 @@ signals: * means probably a user message. Connecting to this signal * allowed to process it. */ - void signalNetworkData(int msgid, const TQByteArray& buffer, Q_UINT32 sender, KPlayer *me); + void signalNetworkData(int msgid, const TQByteArray& buffer, TQ_UINT32 sender, KPlayer *me); /** * This signal is emmited if a player property changes its value and |