Remove useless return value for SV_AddWaitingPlayers

This commit is contained in:
LJ Sonic 2022-12-30 00:24:06 +01:00
parent 36613d58e9
commit ba91520eab
3 changed files with 5 additions and 12 deletions

View file

@ -3262,9 +3262,9 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
LUA_HookInt(newplayernum, HOOK(PlayerJoin));
}
static boolean SV_AddWaitingPlayers(const char *name, const char *name2)
static void SV_AddWaitingPlayers(const char *name, const char *name2)
{
INT32 node, n, newplayer = false;
INT32 node, n;
UINT8 buf[2 + MAXPLAYERNAME];
UINT8 *p;
INT32 newplayernum;
@ -3274,8 +3274,6 @@ static boolean SV_AddWaitingPlayers(const char *name, const char *name2)
// splitscreen can allow 2 player in one node
for (; netnodes[node].numplayerswaiting > 0; netnodes[node].numplayerswaiting--)
{
newplayer = true;
newplayernum = FindRejoinerNum(node);
if (newplayernum == -1)
{
@ -3320,8 +3318,6 @@ static boolean SV_AddWaitingPlayers(const char *name, const char *name2)
DEBFILE(va("Server added player %d node %d\n", newplayernum, node));
}
}
return newplayer;
}
void CL_AddSplitscreenPlayer(void)
@ -3344,7 +3340,7 @@ boolean Playing(void)
return (server && serverrunning) || (client && cl_mode == CL_CONNECTED);
}
boolean SV_SpawnServer(void)
void SV_SpawnServer(void)
{
if (demoplayback)
G_StopDemo(); // reset engine parameter
@ -3371,8 +3367,6 @@ boolean SV_SpawnServer(void)
CL_ConnectToServer();
else doomcom->numslots = 1;
}
return SV_AddWaitingPlayers(cv_playername.zstring, cv_playername2.zstring);
}
void SV_StopServer(void)

View file

@ -412,7 +412,7 @@ void SendKick(UINT8 playernum, UINT8 msg);
void NetUpdate(void);
void SV_StartSinglePlayerServer(void);
boolean SV_SpawnServer(void);
void SV_SpawnServer(void);
void SV_StopServer(void);
void SV_ResetServer(void);
void CL_AddSplitscreenPlayer(void);

View file

@ -1850,8 +1850,7 @@ void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pultmode, boolean rese
// reset players if there is a new one
if (!IsPlayerAdmin(consoleplayer))
{
if (SV_SpawnServer())
buf[0] &= ~(1<<1);
SV_SpawnServer();
if (!Playing()) // you failed to start a server somehow, so cancel the map change
return;
}