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authorrubidium <rubidium@openttd.org>2007-03-07 11:47:46 +0000
committerrubidium <rubidium@openttd.org>2007-03-07 11:47:46 +0000
commit36bb92ae241403d61dc7a3e5a1696b615be61395 (patch)
tree5676d0d54be47c40d975fdeb1026317fc2a010db /src/network/network.cpp
parenta69e3b1c45f12ee6f21a4ac1c8a8f8bc0892f226 (diff)
downloadopenttd-36bb92ae241403d61dc7a3e5a1696b615be61395.tar.xz
(svn r9050) -Codechange: Foo(void) -> Foo()
Diffstat (limited to 'src/network/network.cpp')
-rw-r--r--src/network/network.cpp46
1 files changed, 23 insertions, 23 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 7c7aa9a3a..18fb31ec3 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -63,7 +63,7 @@ static byte _network_clients_connected = 0;
static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
/* Some externs / forwards */
-extern void StateGameLoop(void);
+extern void StateGameLoop();
// Function that looks up the CI for a given client-index
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
@@ -117,7 +117,7 @@ void NetworkGetClientName(char *client_name, size_t size, const NetworkTCPSocket
}
}
-byte NetworkSpectatorCount(void)
+byte NetworkSpectatorCount()
{
NetworkTCPSocketHandler *cs;
byte count = 0;
@@ -301,7 +301,7 @@ char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last)
}
/* Count the number of active clients connected */
-static uint NetworkCountPlayers(void)
+static uint NetworkCountPlayers()
{
NetworkTCPSocketHandler *cs;
uint count = 0;
@@ -317,7 +317,7 @@ static uint NetworkCountPlayers(void)
static bool _min_players_paused = false;
/* Check if the minimum number of players has been reached and pause or unpause the game as appropriate */
-void CheckMinPlayers(void)
+void CheckMinPlayers()
{
if (!_network_dedicated) return;
@@ -337,7 +337,7 @@ void CheckMinPlayers(void)
}
// Find all IP-aliases for this host
-static void NetworkFindIPs(void)
+static void NetworkFindIPs()
{
#if !defined(PSP)
int i;
@@ -717,7 +717,7 @@ static bool NetworkConnect(const char *hostname, int port)
}
// For the server, to accept new clients
-static void NetworkAcceptClients(void)
+static void NetworkAcceptClients()
{
struct sockaddr_in sin;
NetworkTCPSocketHandler *cs;
@@ -782,7 +782,7 @@ static void NetworkAcceptClients(void)
}
// Set up the listen socket for the server
-static bool NetworkListen(void)
+static bool NetworkListen()
{
SOCKET ls;
struct sockaddr_in sin;
@@ -826,7 +826,7 @@ static bool NetworkListen(void)
}
// Close all current connections
-static void NetworkClose(void)
+static void NetworkClose()
{
NetworkTCPSocketHandler *cs;
@@ -848,7 +848,7 @@ static void NetworkClose(void)
}
// Inits the network (cleans sockets and stuff)
-static void NetworkInitialize(void)
+static void NetworkInitialize()
{
NetworkTCPSocketHandler *cs;
@@ -921,7 +921,7 @@ void NetworkAddServer(const char *b)
/* Generates the list of manually added hosts from NetworkGameList and
* dumps them into the array _network_host_list. This array is needed
* by the function that generates the config file. */
-void NetworkRebuildHostList(void)
+void NetworkRebuildHostList()
{
uint i = 0;
const NetworkGameList *item = _network_game_list;
@@ -968,7 +968,7 @@ bool NetworkClientConnectGame(const char *host, uint16 port)
return _networking;
}
-static void NetworkInitGameInfo(void)
+static void NetworkInitGameInfo()
{
NetworkClientInfo *ci;
@@ -1013,7 +1013,7 @@ static void NetworkInitGameInfo(void)
ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
}
-bool NetworkServerStart(void)
+bool NetworkServerStart()
{
if (!_network_available) return false;
@@ -1060,7 +1060,7 @@ bool NetworkServerStart(void)
// The server is rebooting...
// The only difference with NetworkDisconnect, is the packets that is sent
-void NetworkReboot(void)
+void NetworkReboot()
{
if (_network_server) {
NetworkTCPSocketHandler *cs;
@@ -1084,7 +1084,7 @@ void NetworkReboot(void)
}
// We want to disconnect from the host/clients
-void NetworkDisconnect(void)
+void NetworkDisconnect()
{
if (_network_server) {
NetworkTCPSocketHandler *cs;
@@ -1112,7 +1112,7 @@ void NetworkDisconnect(void)
}
// Receives something from the network
-static bool NetworkReceive(void)
+static bool NetworkReceive()
{
NetworkTCPSocketHandler *cs;
int n;
@@ -1167,7 +1167,7 @@ static bool NetworkReceive(void)
}
// This sends all buffered commands (if possible)
-static void NetworkSend(void)
+static void NetworkSend()
{
NetworkTCPSocketHandler *cs;
FOR_ALL_CLIENTS(cs) {
@@ -1183,7 +1183,7 @@ static void NetworkSend(void)
}
// Handle the local-command-queue
-static void NetworkHandleLocalQueue(void)
+static void NetworkHandleLocalQueue()
{
CommandPacket *cp, **cp_prev;
@@ -1218,7 +1218,7 @@ static void NetworkHandleLocalQueue(void)
}
-static bool NetworkDoClientLoop(void)
+static bool NetworkDoClientLoop()
{
_frame_counter++;
@@ -1259,7 +1259,7 @@ static bool NetworkDoClientLoop(void)
}
// We have to do some UDP checking
-void NetworkUDPGameLoop(void)
+void NetworkUDPGameLoop()
{
if (_network_udp_server) {
_udp_server_socket->ReceivePackets();
@@ -1273,7 +1273,7 @@ void NetworkUDPGameLoop(void)
// The main loop called from ttd.c
// Here we also have to do StateGameLoop if needed!
-void NetworkGameLoop(void)
+void NetworkGameLoop()
{
if (!_networking) return;
@@ -1318,7 +1318,7 @@ void NetworkGameLoop(void)
NetworkSend();
}
-static void NetworkGenerateUniqueId(void)
+static void NetworkGenerateUniqueId()
{
md5_state_t state;
md5_byte_t digest[16];
@@ -1372,7 +1372,7 @@ void NetworkStartDebugLog(const char *hostname, uint16 port)
}
/** This tries to launch the network for a given OS */
-void NetworkStartUp(void)
+void NetworkStartUp()
{
DEBUG(net, 3, "[core] starting network...");
@@ -1409,7 +1409,7 @@ void NetworkStartUp(void)
}
/** This shuts the network down */
-void NetworkShutDown(void)
+void NetworkShutDown()
{
NetworkDisconnect();
NetworkUDPShutdown();