diff options
Diffstat (limited to 'sword2/driver')
-rw-r--r-- | sword2/driver/animation.h | 2 | ||||
-rw-r--r-- | sword2/driver/d_sound.cpp | 6 | ||||
-rw-r--r-- | sword2/driver/render.cpp | 10 | ||||
-rw-r--r-- | sword2/driver/sprite.cpp | 2 |
4 files changed, 10 insertions, 10 deletions
diff --git a/sword2/driver/animation.h b/sword2/driver/animation.h index 3d6c3fc385..ae9495dc57 100644 --- a/sword2/driver/animation.h +++ b/sword2/driver/animation.h @@ -54,7 +54,7 @@ public: #endif void clearScreen(); - void updateScreen(void); + void updateScreen(); private: void drawYUV(int width, int height, byte *const *dat); diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp index 774f33c5cf..94afd8ba35 100644 --- a/sword2/driver/d_sound.cpp +++ b/sword2/driver/d_sound.cpp @@ -618,7 +618,7 @@ int32 Sound::streamCompMusic(uint32 musicId, bool loop) { * @return the time left for the current music, in seconds. */ -int32 Sound::musicTimeRemaining(void) { +int32 Sound::musicTimeRemaining() { Common::StackLock lock(_mutex); for (int i = 0; i < MAXMUS; i++) { @@ -653,7 +653,7 @@ void Sound::muteSpeech(bool mute) { * Stops the speech dead in its tracks. */ -void Sound::pauseSpeech(void) { +void Sound::pauseSpeech() { _speechPaused = true; _vm->_mixer->pauseHandle(_soundHandleSpeech, true); } @@ -662,7 +662,7 @@ void Sound::pauseSpeech(void) { * Restarts the speech from where it was stopped. */ -void Sound::unpauseSpeech(void) { +void Sound::unpauseSpeech() { _speechPaused = false; _vm->_mixer->pauseHandle(_soundHandleSpeech, false); } 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++) { diff --git a/sword2/driver/sprite.cpp b/sword2/driver/sprite.cpp index 1cae26bdc6..2845bdefb0 100644 --- a/sword2/driver/sprite.cpp +++ b/sword2/driver/sprite.cpp @@ -635,7 +635,7 @@ int32 Screen::openLightMask(SpriteInfo *s) { * Closes the light masking sprite for a room. */ -int32 Screen::closeLightMask(void) { +int32 Screen::closeLightMask() { if (!_lightMask) return RDERR_NOTOPEN; |