refactor(Core): replace NULL with nullptr (#4593)
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dbefa17a53
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28f1dc5c0c
231 changed files with 923 additions and 923 deletions
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@ -1212,7 +1212,7 @@ void GameObject::ResetDoorOrButton()
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m_cooldownTime = 0;
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}
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void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */, Unit* user /*=NULL*/)
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void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */, Unit* user /*=nullptr*/)
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{
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if (m_lootState != GO_READY)
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return;
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@ -1667,7 +1667,7 @@ void GameObject::Use(Unit* user)
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if (info->spellcaster.partyOnly)
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{
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Player const* caster = ObjectAccessor::GetObjectInOrOutOfWorld(GetOwnerGUID(), (Player*)NULL);
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Player const* caster = ObjectAccessor::GetObjectInOrOutOfWorld(GetOwnerGUID(), (Player*)nullptr);
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if (!caster || user->GetTypeId() != TYPEID_PLAYER || !user->ToPlayer()->IsInSameRaidWith(caster))
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return;
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}
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@ -2029,7 +2029,7 @@ void GameObject::SetWorldRotationAngles(float z_rot, float y_rot, float x_rot)
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SetWorldRotation(G3D::Quat(G3D::Matrix3::fromEulerAnglesZYX(z_rot, y_rot, x_rot)));
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}
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void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= NULL*/, uint32 spellId /*= 0*/)
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void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= nullptr*/, uint32 spellId /*= 0*/)
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{
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if (!IsDestructibleBuilding())
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return;
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@ -2085,7 +2085,7 @@ void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= NULL*/, u
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SetDestructibleState(newState, player, false);
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}
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void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker /*= NULL*/, bool setHealth /*= false*/)
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void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker /*= nullptr*/, bool setHealth /*= false*/)
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{
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// the user calling this must know he is already operating on destructible gameobject
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ASSERT(GetGoType() == GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING);
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@ -2303,7 +2303,7 @@ void GameObject::SetLootRecipient(Unit* unit)
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{
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// set the player whose group should receive the right
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// to loot the creature after it dies
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// should be set to NULL after the loot disappears
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// should be set to nullptr after the loot disappears
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if (!unit)
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{
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@ -2437,7 +2437,7 @@ void GameObject::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* t
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data->append(fieldBuffer);
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}
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void GameObject::GetRespawnPosition(float& x, float& y, float& z, float* ori /* = NULL*/) const
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void GameObject::GetRespawnPosition(float& x, float& y, float& z, float* ori /* = nullptr*/) const
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{
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if (m_DBTableGuid)
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{
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