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-rw-r--r--src/network/core/tcp_game.h16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h
index 59c1c4cc3..9fefc3667 100644
--- a/src/network/core/tcp_game.h
+++ b/src/network/core/tcp_game.h
@@ -76,15 +76,15 @@ struct CommandPacket;
/** Status of a client */
enum ClientStatus {
- STATUS_INACTIVE, ///< The client is not connected nor active
- STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password
+ STATUS_INACTIVE, ///< The client is not connected nor active
+ STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password
STATUS_AUTH_COMPANY, ///< The client is authorizing with company password
- STATUS_AUTH, ///< 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_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
};
class NetworkClientSocket;