En masse NULL -> nullptr replace
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@@ -385,7 +385,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_GridX, int a_Gr
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// Check if all the biomes are village-friendly:
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// If just one is not, no village is created, because it's likely that an unfriendly biome is too close
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cVillagePiecePool * VillagePrefabs = NULL;
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cVillagePiecePool * VillagePrefabs = nullptr;
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BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL;
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BLOCKTYPE WaterRoadBlock = E_BLOCK_PLANKS;
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int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11;
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@@ -432,7 +432,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_GridX, int a_Gr
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}
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// Create a village based on the chosen prefabs:
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if (VillagePrefabs == NULL)
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if (VillagePrefabs == nullptr)
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{
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return cStructurePtr();
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}
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