diff --git a/ttd.c b/ttd.c --- a/ttd.c +++ b/ttd.c @@ -211,7 +211,7 @@ void ttd_strlcpy(char *dst, const char * *dst = 0; } -char *strecpy(char *dst, const char *src) +static char *strecpy(char *dst, const char *src) { while ( (*dst++ = *src++) != 0) {} return dst - 1; @@ -469,7 +469,7 @@ void SetDebugString(const char *s) } } -void ParseResolution(int res[2], char *s) +static void ParseResolution(int res[2], char *s) { char *t = strchr(s, 'x'); if (t == NULL) { @@ -513,7 +513,7 @@ static void UnInitializeDynamicVariables } -void LoadIntroGame(void) +static void LoadIntroGame(void) { char filename[256]; _game_mode = GM_MENU; @@ -776,7 +776,7 @@ static void ShowScreenshotResult(bool b) } -void MakeNewGame(void) +static void MakeNewGame(void) { _game_mode = GM_NORMAL; @@ -834,7 +834,7 @@ static void MakeNewEditorWorld(void) void StartupPlayers(void); void StartupDisasters(void); -void StartScenario(void) +static void StartScenario(void) { _game_mode = GM_NORMAL; @@ -1190,7 +1190,7 @@ void BeforeSaveGame(void) } } -void ConvertTownOwner(void) +static void ConvertTownOwner(void) { uint tile; @@ -1209,7 +1209,7 @@ void ConvertTownOwner(void) } // before savegame version 4, the name of the company determined if it existed -void CheckIsPlayerActive(void) +static void CheckIsPlayerActive(void) { Player *p; FOR_ALL_PLAYERS(p) { @@ -1220,7 +1220,7 @@ void CheckIsPlayerActive(void) } // since savegame version 4.1, exclusive transport rights are stored at towns -void UpdateExclusiveRights(void) +static void UpdateExclusiveRights(void) { Town *t; FOR_ALL_TOWNS(t) if (t->xy != 0) { @@ -1245,14 +1245,14 @@ byte convert_currency[] = { 18, 2, 20, }; // since savegame version 4.2 the currencies are arranged differently -void UpdateCurrencies(void) +static void UpdateCurrencies(void) { _opt.currency = convert_currency[_opt.currency]; } // up to revision 1413, the invisible tiles at the southern border have not been MP_VOID // even though they should have. This is fixed by this function -void UpdateVoidTiles(void) +static void UpdateVoidTiles(void) { uint i; // create void tiles on the border