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En masse NULL -> nullptr replace

This commit is contained in:
Tiger Wang
2014-10-20 21:55:07 +01:00
committed by archshift
parent 2ac3a807b7
commit a26541a7c3
211 changed files with 1767 additions and 1745 deletions

View File

@@ -220,7 +220,7 @@ void cInventory::SetSlot(int a_SlotNum, const cItem & a_Item)
int GridSlotNum = 0;
cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
if (Grid == NULL)
if (Grid == nullptr)
{
LOGWARNING("%s(%d): requesting an invalid itemgrid. Ignoring.", __FUNCTION__, a_SlotNum);
return;
@@ -278,7 +278,7 @@ const cItem & cInventory::GetSlot(int a_SlotNum) const
}
int GridSlotNum = 0;
const cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
if (Grid == NULL)
if (Grid == nullptr)
{
// Something went wrong, but we don't know what. We must return a value, so return the first inventory slot
LOGWARNING("%s(%d): requesting an invalid ItemGrid, returning the first inventory slot instead.", __FUNCTION__, a_SlotNum);
@@ -372,7 +372,7 @@ int cInventory::ChangeSlotCount(int a_SlotNum, int a_AddToCount)
{
int GridSlotNum = 0;
cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
if (Grid == NULL)
if (Grid == nullptr)
{
LOGWARNING("%s: invalid slot number, expected 0 .. %d, got %d; ignoring", __FUNCTION__, invNumSlots, a_SlotNum);
return -1;
@@ -398,7 +398,7 @@ bool cInventory::DamageItem(int a_SlotNum, short a_Amount)
int GridSlotNum = 0;
cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
if (Grid == NULL)
if (Grid == nullptr)
{
LOGWARNING("%s(%d, %d): requesting an invalid grid, ignoring.", __FUNCTION__, a_SlotNum, a_Amount);
return false;
@@ -640,7 +640,7 @@ bool cInventory::LoadFromJson(Json::Value & a_Value)
int GridSlotNum = 0;
cItemGrid * Grid = GetGridForSlotNum(SlotIdx - 5, GridSlotNum);
ASSERT(Grid != NULL);
ASSERT(Grid != nullptr);
Grid->SetSlot(GridSlotNum, Item);
} // for itr - a_Value[]
return true;
@@ -708,7 +708,7 @@ void cInventory::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
// Armor update needs broadcast to other players:
cWorld * World = m_Owner.GetWorld();
if ((a_ItemGrid == &m_ArmorSlots) && (World != NULL))
if ((a_ItemGrid == &m_ArmorSlots) && (World != nullptr))
{
World->BroadcastEntityEquipment(
m_Owner, ArmorSlotNumToEntityEquipmentID(a_SlotNum),