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authorsmatz <smatz@openttd.org>2011-04-17 13:36:51 +0000
committersmatz <smatz@openttd.org>2011-04-17 13:36:51 +0000
commitb1286bbcdafb350335dee0acd31dcf0b85e82811 (patch)
tree83de1daebd3c1842e9df72425a9494b254142f68 /src
parentec45870fc417aae15b059e9b159b864764f5995a (diff)
downloadopenttd-b1286bbcdafb350335dee0acd31dcf0b85e82811.tar.xz
(svn r22335) -Cleanup (r22308): remove superfluous tabs
Diffstat (limited to 'src')
-rw-r--r--src/network/network_server.cpp4
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 */