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-rw-r--r--src/network/network.cpp8
-rw-r--r--src/network/network_func.h2
2 files changed, 4 insertions, 6 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 79380cc87..a9175385a 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -727,11 +727,11 @@ void NetworkRebuildHostList()
}
// Used by clients, to connect to a server
-bool NetworkClientConnectGame(const char *host, uint16 port)
+void NetworkClientConnectGame(const char *host, uint16 port)
{
- if (!_network_available) return false;
+ if (!_network_available) return;
- if (port == 0) return false;
+ if (port == 0) return;
strecpy(_settings_client.network.last_host, host, lastof(_settings_client.network.last_host));
_settings_client.network.last_port = port;
@@ -750,8 +750,6 @@ bool NetworkClientConnectGame(const char *host, uint16 port)
// Connecting failed
NetworkError(STR_NETWORK_ERR_NOCONNECTION);
}
-
- return _networking;
}
static void NetworkInitGameInfo()
diff --git a/src/network/network_func.h b/src/network/network_func.h
index 237afe851..db3de7f8f 100644
--- a/src/network/network_func.h
+++ b/src/network/network_func.h
@@ -36,7 +36,7 @@ void NetworkStartDebugLog(const char *hostname, uint16 port);
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);
void NetworkUpdateClientInfo(ClientID client_id);
-bool NetworkClientConnectGame(const char *host, uint16 port);
+void NetworkClientConnectGame(const char *host, uint16 port);
void NetworkClientSendRcon(const char *password, const char *command);
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
void NetworkClientSetPassword(const char *password);