diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index a9a707d5f0..ce290d264f 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -123,7 +123,9 @@ struct PacketReader : LoadFilter { * Create a new socket for the client side of the game connection. * @param s The socket to connect with. */ -ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(NULL), status(STATUS_INACTIVE) +ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler (SOCKET s) + : NetworkGameSocketHandler (s), + savegame (NULL), token (0), status (STATUS_INACTIVE) { assert(ClientNetworkGameSocketHandler::my_client == NULL); ClientNetworkGameSocketHandler::my_client = this; diff --git a/src/network/network_client.h b/src/network/network_client.h index 23878b5067..e0f7fb84b2 100644 --- a/src/network/network_client.h +++ b/src/network/network_client.h @@ -17,7 +17,7 @@ #include "network_internal.h" /** Class for handling the client side of the game connection. */ -class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler { +class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler { private: struct PacketReader *savegame; ///< Packet reader for reading the savegame. byte token; ///< The token we need to send back to the server to prove we're the right client.