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