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Diffstat (limited to 'sword2/driver')
-rw-r--r--sword2/driver/animation.h2
-rw-r--r--sword2/driver/d_sound.cpp6
-rw-r--r--sword2/driver/render.cpp10
-rw-r--r--sword2/driver/sprite.cpp2
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;