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-rw-r--r--libtdegames/kgame/kmessageclient.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/libtdegames/kgame/kmessageclient.h b/libtdegames/kgame/kmessageclient.h
index 8a35234d..da15f16d 100644
--- a/libtdegames/kgame/kmessageclient.h
+++ b/libtdegames/kgame/kmessageclient.h
@@ -284,7 +284,7 @@ signals:
senderID contains the ID of the client that sent the broadcast message. You can
use this e.g. to send a reply message to only that client.
- tqreceivers contains the list of the clients that got the message. (If this list
+ receivers contains the list of the clients that got the message. (If this list
only contains one number, this will be your client ID, and it was exclusivly
sent to you.)
@@ -302,9 +302,9 @@ signals:
Then connect the broadcast signal to your slot that analyzes the message.
@param msg The message that has been sent to us
@param senderID The ID of the client which sent the message
- @param tqreceivers All clients which receive this message
+ @param receivers All clients which receive this message
*/
- void forwardReceived (const TQByteArray &msg, TQ_UINT32 senderID, const TQValueList <TQ_UINT32> &tqreceivers);
+ void forwardReceived (const TQByteArray &msg, TQ_UINT32 senderID, const TQValueList <TQ_UINT32> &receivers);
/**
This signal is emitted when the connection to the KMessageServer is broken.