Codechange: Silence warnings about intentionally unused parameters.

This commit is contained in:
frosch
2023-09-16 22:20:53 +02:00
committed by frosch
parent df400ef84a
commit b6c8f301be
227 changed files with 972 additions and 1039 deletions

View File

@@ -799,12 +799,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
************/
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *)
{
return this->SendGameInfo();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *)
{
if (this->status != STATUS_NEWGRFS_CHECK) {
/* Illegal call, return error and ignore the packet */
@@ -945,7 +945,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR
return this->SendWelcome();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close the connection */
@@ -966,7 +966,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *
return this->SendMap();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *)
{
/* Client has the map, now start syncing */
if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
@@ -1107,7 +1107,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *)
{
/* The client was never joined.. thank the client for the packet, but ignore it */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {