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https://github.com/mod-playerbots/azerothcore-wotlk.git
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refactor(Core): NULL -> nullptr (#3275)
* NULL to nullptr * NULL to nullptr * NULL to nullptr * NULL to nullptr * NULL to nullptr Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com> Co-authored-by: Stefano Borzì <stefanoborzi32@gmail.com>
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@@ -18,7 +18,7 @@ namespace FactorySelector
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{
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CreatureAI* selectAI(Creature* creature)
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{
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const CreatureAICreator* ai_factory = NULL;
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const CreatureAICreator* ai_factory = nullptr;
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CreatureAIRegistry& ai_registry(*CreatureAIRegistry::instance());
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// xinef: if we have controlable guardian, define petai for players as they can steer him, otherwise db / normal ai
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@@ -84,7 +84,7 @@ namespace FactorySelector
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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// select NullCreatureAI if not another cases
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ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
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ainame = (ai_factory == nullptr) ? "NullCreatureAI" : ai_factory->key();
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sLog->outDebug(LOG_FILTER_TSCR, "Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str());
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#endif
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return (ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature));
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@@ -96,7 +96,7 @@ namespace FactorySelector
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ASSERT(creature->GetCreatureTemplate());
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const MovementGeneratorCreator* mv_factory = mv_registry.GetRegistryItem(creature->GetDefaultMovementType());
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/* if (mv_factory == NULL)
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/* if (mv_factory == nullptr)
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{
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int best_val = -1;
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StringVector l;
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@@ -105,7 +105,7 @@ namespace FactorySelector
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{
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const MovementGeneratorCreator *factory = mv_registry.GetRegistryItem((*iter).c_str());
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const SelectableMovement *p = dynamic_cast<const SelectableMovement *>(factory);
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ASSERT(p != NULL);
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ASSERT(p != nullptr);
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int val = p->Permit(creature);
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if (val > best_val)
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{
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@@ -121,7 +121,7 @@ namespace FactorySelector
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GameObjectAI* SelectGameObjectAI(GameObject* go)
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{
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const GameObjectAICreator* ai_factory = NULL;
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const GameObjectAICreator* ai_factory = nullptr;
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GameObjectAIRegistry& ai_registry(*GameObjectAIRegistry::instance());
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if (GameObjectAI* scriptedAI = sScriptMgr->GetGameObjectAI(go))
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