(svn r15425) -Codechange: some color->colour changes and type safety.
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@@ -189,7 +189,7 @@ bool NetworkCompanyIsPassworded(CompanyID company_id)
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// This puts a text-message to the console, or in the future, the chat-box,
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// (to keep it all a bit more general)
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// If 'self_send' is true, this is the client who is sending the message
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void NetworkTextMessage(NetworkAction action, ConsoleColour color, bool self_send, const char *name, const char *str, int64 data)
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void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str, int64 data)
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{
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const int duration = 10; // Game days the messages stay visible
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@@ -200,19 +200,19 @@ void NetworkTextMessage(NetworkAction action, ConsoleColour color, bool self_sen
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if (data >= NETWORK_SERVER_MESSAGE_END) return;
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strid = STR_NETWORK_SERVER_MESSAGE;
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color = CC_DEFAULT;
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colour = CC_DEFAULT;
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data = STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED_PLAYERS + data;
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break;
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case NETWORK_ACTION_COMPANY_SPECTATOR:
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color = CC_DEFAULT;
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colour = CC_DEFAULT;
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strid = STR_NETWORK_CLIENT_COMPANY_SPECTATE;
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break;
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case NETWORK_ACTION_COMPANY_JOIN:
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color = CC_DEFAULT;
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colour = CC_DEFAULT;
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strid = STR_NETWORK_CLIENT_COMPANY_JOIN;
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break;
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case NETWORK_ACTION_COMPANY_NEW:
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color = CC_DEFAULT;
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colour = CC_DEFAULT;
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strid = STR_NETWORK_CLIENT_COMPANY_NEW;
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break;
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case NETWORK_ACTION_JOIN: strid = STR_NETWORK_CLIENT_JOINED; break;
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@@ -231,8 +231,8 @@ void NetworkTextMessage(NetworkAction action, ConsoleColour color, bool self_sen
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GetString(message, strid, lastof(message));
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DEBUG(desync, 1, "msg: %d; %d; %s\n", _date, _date_fract, message);
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IConsolePrintF(color, "%s", message);
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NetworkAddChatMessage(color, duration, "%s", message);
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IConsolePrintF(colour, "%s", message);
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NetworkAddChatMessage((TextColour)colour, duration, "%s", message);
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}
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// Calculate the frame-lag of a client
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