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author | smatz <smatz@openttd.org> | 2011-04-17 13:36:51 +0000 |
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committer | smatz <smatz@openttd.org> | 2011-04-17 13:36:51 +0000 |
commit | b1286bbcdafb350335dee0acd31dcf0b85e82811 (patch) | |
tree | 83de1daebd3c1842e9df72425a9494b254142f68 | |
parent | ec45870fc417aae15b059e9b159b864764f5995a (diff) | |
download | openttd-b1286bbcdafb350335dee0acd31dcf0b85e82811.tar.xz |
(svn r22335) -Cleanup (r22308): remove superfluous tabs
-rw-r--r-- | src/network/network_server.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index 55dff4f50..f4d5d6a82 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -563,13 +563,13 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap() WaitTillSaved(); /* Set the status to DONE_MAP, no we will wait for the client - * to send it is ready (maybe that happens like never ;)) */ + * to send it is ready (maybe that happens like never ;)) */ this->status = STATUS_DONE_MAP; NetworkClientSocket *new_cs; bool new_map_client = false; /* Check if there is a client waiting for receiving the map - * and start sending him the map */ + * and start sending him the map */ FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status == STATUS_MAP_WAIT) { /* Check if we already have a new client to send the map to */ |