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-rw-r--r--sword2/driver/render.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/sword2/driver/render.cpp b/sword2/driver/render.cpp
index f2030a295f..dfee05f6b3 100644
--- a/sword2/driver/render.cpp
+++ b/sword2/driver/render.cpp
@@ -294,7 +294,7 @@ void Screen::renderParallax(Parallax *p, int16 l) {
* Initialises the timers before the render loop is entered.
*/
-void Screen::initialiseRenderCycle(void) {
+void Screen::initialiseRenderCycle() {
_initialTime = _vm->_system->getMillis();
_totalTime = _initialTime + MILLISECSPERCYCLE;
}
@@ -304,7 +304,7 @@ void Screen::initialiseRenderCycle(void) {
* render cycle.
*/
-void Screen::startRenderCycle(void) {
+void Screen::startRenderCycle() {
_scrollXOld = _scrollX;
_scrollYOld = _scrollY;
@@ -332,7 +332,7 @@ void Screen::startRenderCycle(void) {
* or false if it should continue
*/
-bool Screen::endRenderCycle(void) {
+bool Screen::endRenderCycle() {
static int32 renderTimeLog[4] = { 60, 60, 60, 60 };
static int32 renderCountIndex = 0;
int32 time;
@@ -398,7 +398,7 @@ bool Screen::endRenderCycle(void) {
* Reset scrolling stuff. This function is called from initBackground()
*/
-void Screen::resetRenderEngine(void) {
+void Screen::resetRenderEngine() {
_parallaxScrollX = 0;
_parallaxScrollY = 0;
_scrollX = 0;
@@ -529,7 +529,7 @@ int32 Screen::initialiseBackgroundLayer(Parallax *p) {
* Should be called once after leaving the room to free up memory.
*/
-void Screen::closeBackgroundLayer(void) {
+void Screen::closeBackgroundLayer() {
debug(2, "CloseBackgroundLayer");
for (int i = 0; i < MAXLAYERS; i++) {