Codechange: Silence warnings about intentionally unused parameters.
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@@ -534,7 +534,7 @@ bool ClientNetworkGameSocketHandler::IsConnected()
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extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr);
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *)
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{
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/* We try to join a server which is full */
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
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@@ -542,7 +542,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
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return NETWORK_RECV_STATUS_SERVER_FULL;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *)
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{
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/* We try to join a server where we are banned */
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
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@@ -685,7 +685,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(P
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return ret;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *)
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{
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if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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this->status = STATUS_AUTH_GAME;
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@@ -790,7 +790,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p)
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *)
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{
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if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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@@ -1035,7 +1035,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p)
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *)
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{
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/* Only when we're trying to join we really
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* care about the server shutting down. */
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@@ -1048,7 +1048,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet
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return NETWORK_RECV_STATUS_SERVER_ERROR;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p)
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *)
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{
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/* Only when we're trying to join we really
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* care about the server shutting down. */
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