Fixed a bunch of compiler warnings.
This commit is contained in:
@@ -862,7 +862,7 @@ ServerGameStateComputerAction::Process(ServerGameThread &server)
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}
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int
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ServerGameStateComputerAction::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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ServerGameStateComputerAction::InternalProcess(ServerGameThread &/*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
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{
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return MSG_SOCK_INTERNAL_PENDING;
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}
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@@ -917,7 +917,7 @@ ServerGameStateDealCardsDelay::Process(ServerGameThread &server)
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}
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int
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ServerGameStateDealCardsDelay::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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ServerGameStateDealCardsDelay::InternalProcess(ServerGameThread &/*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
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{
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return MSG_SOCK_INTERNAL_PENDING;
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}
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@@ -961,7 +961,7 @@ ServerGameStateShowCardsDelay::Process(ServerGameThread &server)
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}
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int
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ServerGameStateShowCardsDelay::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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ServerGameStateShowCardsDelay::InternalProcess(ServerGameThread &/*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
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{
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return MSG_SOCK_INTERNAL_PENDING;
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}
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@@ -999,7 +999,7 @@ ServerGameStateNextHandDelay::Process(ServerGameThread &server)
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}
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int
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ServerGameStateNextHandDelay::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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ServerGameStateNextHandDelay::InternalProcess(ServerGameThread &/*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
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{
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return MSG_SOCK_INTERNAL_PENDING;
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}
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@@ -1060,7 +1060,7 @@ ServerGameStateNextGameDelay::Process(ServerGameThread &server)
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}
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int
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ServerGameStateNextGameDelay::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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ServerGameStateNextGameDelay::InternalProcess(ServerGameThread &/*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
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{
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return MSG_SOCK_INTERNAL_PENDING;
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}
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@@ -1087,7 +1087,7 @@ ServerGameStateFinal::~ServerGameStateFinal()
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}
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int
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ServerGameStateFinal::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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ServerGameStateFinal::InternalProcess(ServerGameThread &/*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
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{
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return MSG_SOCK_INTERNAL_PENDING;
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}
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