From 102672a797edef07922a11d101f26b2baabfd95b Mon Sep 17 00:00:00 2001 From: Lioncash Date: Sun, 24 Jan 2016 21:52:02 -0500 Subject: NetPlayClient: Make is_connected private This is only queried, there's no need to expose it for writing. Even if it was written to, a data member shouldn't be part of your public API unless its part of a dumb object or trivial struct. --- Source/Core/DolphinWX/NetPlay/NetPlaySetupFrame.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'Source/Core/DolphinWX/NetPlay/NetPlaySetupFrame.cpp') diff --git a/Source/Core/DolphinWX/NetPlay/NetPlaySetupFrame.cpp b/Source/Core/DolphinWX/NetPlay/NetPlaySetupFrame.cpp index ae0375bd71..72042bac2b 100644 --- a/Source/Core/DolphinWX/NetPlay/NetPlaySetupFrame.cpp +++ b/Source/Core/DolphinWX/NetPlay/NetPlaySetupFrame.cpp @@ -291,7 +291,7 @@ void NetPlaySetupFrame::MakeNetPlayDiag(int port, const std::string &game, bool GetTraversalServer(netplay_section, ¢ralServer); netplay_client = new NetPlayClient(ip, (u16)port, npd, WxStrToStr(m_nickname_text->GetValue()), trav, centralServer, (u16) centralPort); - if (netplay_client->is_connected) + if (netplay_client->IsConnected()) { npd->Show(); Destroy(); -- cgit v1.2.3