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-rw-r--r--src/network/core/tcp_game.h15
1 files changed, 0 insertions, 15 deletions
diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h
index 6fd5649c1..a2e0226be 100644
--- a/src/network/core/tcp_game.h
+++ b/src/network/core/tcp_game.h
@@ -147,21 +147,6 @@ public:
uint Count() const { return this->count; }
};
-/** Status of a client */
-enum ClientStatus {
- STATUS_INACTIVE, ///< The client is not connected nor active
- STATUS_NEWGRFS_CHECK, ///< The client is checking NewGRFs
- STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password
- STATUS_AUTH_COMPANY, ///< The client is authorizing with company password
- STATUS_AUTHORIZED, ///< The client is authorized
- STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map
- STATUS_MAP, ///< The client is downloading the map
- STATUS_DONE_MAP, ///< The client has downloaded the map
- STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
- STATUS_ACTIVE, ///< The client is active within in the game
- STATUS_END ///< Must ALWAYS be on the end of this list!! (period)
-};
-
#define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p)
#define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p)