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(svn r27893) -Codechange: Use fallthrough attribute. (LordAro)
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@@ -252,17 +252,20 @@ void NetworkUDPSocketHandler::ReceiveNetworkGameInfo(Packet *p, NetworkGameInfo
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*dst = c;
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dst = &c->next;
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}
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/* FALL THROUGH */
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}
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FALLTHROUGH;
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case 3:
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info->game_date = Clamp(p->Recv_uint32(), 0, MAX_DATE);
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info->start_date = Clamp(p->Recv_uint32(), 0, MAX_DATE);
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/* FALL THROUGH */
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FALLTHROUGH;
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case 2:
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info->companies_max = p->Recv_uint8 ();
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info->companies_on = p->Recv_uint8 ();
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info->spectators_max = p->Recv_uint8 ();
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/* FALL THROUGH */
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FALLTHROUGH;
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case 1:
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p->Recv_string(info->server_name, sizeof(info->server_name));
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p->Recv_string(info->server_revision, sizeof(info->server_revision));
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@@ -492,10 +492,13 @@ struct NetworkChatWindow : public Window {
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virtual void OnClick(Point pt, int widget, int click_count)
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{
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switch (widget) {
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/* Send */
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case WID_NC_SENDBUTTON: SendChat(this->message_editbox.text.buf, this->dtype, this->dest);
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/* FALL THROUGH */
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case WID_NC_CLOSE: /* Cancel */ delete this; break;
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case WID_NC_SENDBUTTON: /* Send */
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SendChat(this->message_editbox.text.buf, this->dtype, this->dest);
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FALLTHROUGH;
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case WID_NC_CLOSE: /* Cancel */
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delete this;
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break;
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}
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}
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@@ -965,7 +965,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
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/* For speaking to company or giving money, we need the company-name */
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case NETWORK_ACTION_GIVE_MONEY:
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if (!Company::IsValidID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
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/* FALL THROUGH */
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FALLTHROUGH;
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case NETWORK_ACTION_CHAT_COMPANY: {
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StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
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SetDParam(0, ci_to->client_playas);
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@@ -908,7 +908,8 @@ public:
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}
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return ES_HANDLED;
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}
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/* FALL THROUGH, space is pressed and filter is focused. */
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/* space is pressed and filter is focused. */
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FALLTHROUGH;
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default:
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return ES_NOT_HANDLED;
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@@ -2053,7 +2053,8 @@ struct NetworkJoinStatusWindow : Window {
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progress = 15; // We don't have the final size yet; the server is still compressing!
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break;
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}
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/* FALL THROUGH */
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FALLTHROUGH;
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default: // Waiting is 15%, so the resting receivement of map is maximum 70%
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progress = 15 + _network_join_bytes * (100 - 15) / _network_join_bytes_total;
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}
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@@ -2182,7 +2183,7 @@ struct NetworkCompanyPasswordWindow : public Window {
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switch (widget) {
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case WID_NCP_OK:
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this->OnOk();
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/* FALL THROUGH */
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FALLTHROUGH;
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case WID_NCP_CANCEL:
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delete this;
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@@ -1361,7 +1361,8 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
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}
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default:
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DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
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/* FALL THROUGH */
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FALLTHROUGH;
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case DESTTYPE_BROADCAST:
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FOR_ALL_CLIENT_SOCKETS(cs) {
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cs->SendChat(action, from_id, false, msg, data);
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@@ -1396,7 +1397,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
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switch (action) {
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case NETWORK_ACTION_GIVE_MONEY:
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if (!Company::IsValidID(ci->client_playas)) break;
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/* FALL THROUGH */
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FALLTHROUGH;
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case NETWORK_ACTION_CHAT:
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case NETWORK_ACTION_CHAT_CLIENT:
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case NETWORK_ACTION_CHAT_COMPANY:
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