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-rw-r--r--NorthstarDLL/serverpresence.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/NorthstarDLL/serverpresence.cpp b/NorthstarDLL/serverpresence.cpp
index cfc1c213..9338cd9c 100644
--- a/NorthstarDLL/serverpresence.cpp
+++ b/NorthstarDLL/serverpresence.cpp
@@ -68,7 +68,7 @@ std::string UnescapeUnicode(const std::string& str)
return str;
else
result.append(last_match.suffix());
-
+
return result;
}
@@ -79,7 +79,7 @@ ServerPresenceManager::ServerPresenceManager()
"ns_server_presence_update_rate", "5000", FCVAR_GAMEDLL, "How often we update our server's presence on server lists in ms");
Cvar_ns_server_name = new ConVar("ns_server_name", "Unnamed Northstar Server", FCVAR_GAMEDLL, "This server's description", false, 0, false, 0, [](ConVar* cvar, const char* pOldValue, float flOldValue) {
- g_pServerPresence->SetName(UnescapeUnicode(g_pServerPresence->Cvar_ns_server_name->GetString()));
+ g_pServerPresence->SetName(UnescapeUnicode(g_pServerPresence->Cvar_ns_server_name->GetString()));
// update engine hostname cvar
Cvar_hostname->SetValue(g_pServerPresence->Cvar_ns_server_name->GetString());
@@ -111,7 +111,7 @@ void ServerPresenceManager::CreatePresence()
m_ServerPresence.m_iPlayerCount = 0; // this should actually be 0 at this point, so shouldn't need updating later
m_ServerPresence.m_iMaxPlayers = 0;
-
+
memset(m_ServerPresence.m_MapName, 0, sizeof(m_ServerPresence.m_MapName));
memset(m_ServerPresence.m_PlaylistName, 0, sizeof(m_ServerPresence.m_PlaylistName));
m_ServerPresence.m_bIsSingleplayerServer = false;
@@ -171,7 +171,7 @@ void ServerPresenceManager::SetAuthPort(const int iAuthPort)
m_ServerPresence.m_iAuthPort = iAuthPort;
}
-void ServerPresenceManager::SetName(const std::string sServerNameUnicode)
+void ServerPresenceManager::SetName(const std::string sServerNameUnicode)
{
// update name
m_ServerPresence.m_sServerName = sServerNameUnicode;