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Diffstat (limited to 'src/network/network_server.cpp')
-rw-r--r--src/network/network_server.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 91ab8bd9c..85015fce1 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -262,7 +262,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
this->GetClientName(client_name, lastof(client_name));
- NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
+ NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
/* Inform other clients of this... strange leaving ;) */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
@@ -453,7 +453,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
if (error == NETWORK_ERROR_KICKED && reason != nullptr) {
NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
} else {
- NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
+ NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
}
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
@@ -1021,7 +1021,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
this->GetClientName(client_name, lastof(client_name));
- NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, nullptr, this->client_id);
+ NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
InvalidateWindowData(WC_CLIENT_LIST, 0);
/* Mark the client as pre-active, and wait for an ACK
@@ -1144,7 +1144,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
DEBUG(net, 1, "'%s' reported an error and is closing its connection: %s", client_name, str);
- NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
+ NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status >= STATUS_AUTHORIZED) {
@@ -1170,7 +1170,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
this->GetClientName(client_name, lastof(client_name));
- NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
+ NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {