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-rw-r--r--libtdegames/kgame/kgame.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/libtdegames/kgame/kgame.cpp b/libtdegames/kgame/kgame.cpp
index 70d0644c..a3967cc3 100644
--- a/libtdegames/kgame/kgame.cpp
+++ b/libtdegames/kgame/kgame.cpp
@@ -89,8 +89,8 @@ KGame::KGame(int cookie,TQObject* parent) : KGameNetwork(cookie,parent)
d->mProperties = new KGamePropertyHandler(this);
d->mProperties->registerHandler(KGameMessage::IdGameProperty,
- this,TQT_SLOT(sendProperty(int, TQDataStream&, bool* )),
- TQT_SLOT(emitSignal(KGamePropertyBase *)));
+ this,TQ_SLOT(sendProperty(int, TQDataStream&, bool* )),
+ TQ_SLOT(emitSignal(KGamePropertyBase *)));
d->mMaxPlayer.registerData(KGamePropertyBase::IdMaxPlayer, this, i18n("MaxPlayers"));
d->mMaxPlayer.setLocal(-1); // Infinite
d->mMinPlayer.registerData(KGamePropertyBase::IdMinPlayer, this, i18n("MinPlayers"));
@@ -101,20 +101,20 @@ KGame::KGame(int cookie,TQObject* parent) : KGameNetwork(cookie,parent)
d->mRandom = new KRandomSequence;
d->mRandom->setSeed(0);
- connect(this, TQT_SIGNAL(signalClientConnected(TQ_UINT32)),
- this, TQT_SLOT(slotClientConnected(TQ_UINT32)));
- connect(this, TQT_SIGNAL(signalClientDisconnected(TQ_UINT32,bool)),
- this, TQT_SLOT(slotClientDisconnected(TQ_UINT32,bool)));
- connect(this, TQT_SIGNAL(signalConnectionBroken()),
- this, TQT_SLOT(slotServerDisconnected()));
+ connect(this, TQ_SIGNAL(signalClientConnected(TQ_UINT32)),
+ this, TQ_SLOT(slotClientConnected(TQ_UINT32)));
+ connect(this, TQ_SIGNAL(signalClientDisconnected(TQ_UINT32,bool)),
+ this, TQ_SLOT(slotClientDisconnected(TQ_UINT32,bool)));
+ connect(this, TQ_SIGNAL(signalConnectionBroken()),
+ this, TQ_SLOT(slotServerDisconnected()));
setGameSequence(new KGameSequence());
// BL: FIXME This signal does no longer exist. When we are merging
// MH: super....and how do I find out about the lost conenction now?
// KGame and KGameNetwork, this could be improved!
-// connect(this,TQT_SIGNAL(signalConnectionLost(KGameClient *)),
-// this,TQT_SLOT(slotConnectionLost(KGameClient *)));
+// connect(this,TQ_SIGNAL(signalConnectionLost(KGameClient *)),
+// this,TQ_SLOT(slotConnectionLost(KGameClient *)));
}
KGame::~KGame()
@@ -780,7 +780,7 @@ KPlayer * KGame::playerInputFinished(KPlayer *player)
player->setTurn(false); // in turn based games we have to switch off input now
if (gameSequence())
{
- TQTimer::singleShot(0,this,TQT_SLOT(prepareNext()));
+ TQTimer::singleShot(0,this,TQ_SLOT(prepareNext()));
}
}
return player;