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-rw-r--r--src/object2.cc12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/object2.cc b/src/object2.cc
index 51fdcb95..a9f0f7ce 100644
--- a/src/object2.cc
+++ b/src/object2.cc
@@ -54,7 +54,7 @@
/*
* Calculate the player's total inventory weight.
*/
-s32b calc_total_weight(void)
+s32b calc_total_weight()
{
int i;
s32b total;
@@ -376,7 +376,7 @@ void compact_objects(int size)
* clear those fields for grids/monsters containing objects,
* and we clear it once for every such object.
*/
-void wipe_o_list(void)
+void wipe_o_list()
{
auto &k_info = game->edit_data.k_info;
auto &a_info = game->edit_data.a_info;
@@ -457,7 +457,7 @@ void wipe_o_list(void)
* This routine should almost never fail, but in case it does,
* we must be sure to handle "failure" of this routine.
*/
-s16b o_pop(void)
+s16b o_pop()
{
int i;
@@ -510,7 +510,7 @@ s16b o_pop(void)
/*
* Apply a "object restriction function" to the "object allocation table"
*/
-errr get_obj_num_prep(void)
+errr get_obj_num_prep()
{
int i;
@@ -5973,7 +5973,7 @@ void inven_drop(int item, int amt, int dy, int dx, bool_ silent)
*
* Note special handling of the "overflow" slot
*/
-void combine_pack(void)
+void combine_pack()
{
int i, j, k;
object_type *o_ptr;
@@ -6040,7 +6040,7 @@ void combine_pack(void)
*
* Note special handling of the "overflow" slot
*/
-void reorder_pack(void)
+void reorder_pack()
{
int i, j, k;
s32b o_value;