summaryrefslogtreecommitdiffstats
path: root/libkdegames/kgame/kplayer.h
diff options
context:
space:
mode:
Diffstat (limited to 'libkdegames/kgame/kplayer.h')
-rw-r--r--libkdegames/kgame/kplayer.h17
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