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-rw-r--r--sword2/save_rest.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp
index 610b50435d..c8e27ee53c 100644
--- a/sword2/save_rest.cpp
+++ b/sword2/save_rest.cpp
@@ -123,7 +123,7 @@ uint32 Sword2Engine::saveGame(uint16 slotNo, byte *desc) {
* Calculate size of required savegame buffer
*/
-uint32 Sword2Engine::findBufferSize(void) {
+uint32 Sword2Engine::findBufferSize() {
// Size of savegame header + size of global variables
return sizeof(_saveGameHeader) + _resman->fetchLen(1);
}
@@ -420,7 +420,7 @@ uint32 Sword2Engine::getSaveDescription(uint16 slotNo, byte *description) {
return SR_OK;
}
-bool Sword2Engine::saveExists(void) {
+bool Sword2Engine::saveExists() {
for (int i = 0; i <= 99; i++)
if (saveExists(i))
return true;
@@ -446,7 +446,7 @@ bool Sword2Engine::saveExists(uint16 slotNo) {
* Request the player object structures which need saving.
*/
-void Sword2Engine::getPlayerStructures(void) {
+void Sword2Engine::getPlayerStructures() {
StandardHeader *head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
assert(head->fileType == GAME_OBJECT);
@@ -466,7 +466,7 @@ void Sword2Engine::getPlayerStructures(void) {
* Nico's anim tables.
*/
-void Sword2Engine::putPlayerStructures(void) {
+void Sword2Engine::putPlayerStructures() {
StandardHeader *head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
assert(head->fileType == GAME_OBJECT);