En masse NULL -> nullptr replace
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@@ -23,7 +23,7 @@ cSkeleton::cSkeleton(bool IsWither) :
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void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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int LootingLevel = 0;
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if (a_Killer != NULL)
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if (a_Killer != nullptr)
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{
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LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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}
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@@ -71,20 +71,20 @@ void cSkeleton::Attack(float a_Dt)
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{
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m_AttackInterval += a_Dt * m_AttackRate;
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if (m_Target != NULL && m_AttackInterval > 3.0)
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if (m_Target != nullptr && m_AttackInterval > 3.0)
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{
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// Setting this higher gives us more wiggle room for attackrate
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (Arrow == NULL)
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if (Arrow == nullptr)
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{
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return;
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}
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if (!Arrow->Initialize(*m_World))
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{
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delete Arrow;
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Arrow = NULL;
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Arrow = nullptr;
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return;
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}
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m_World->BroadcastSpawnEntity(*Arrow);
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