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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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@@ -43,8 +43,8 @@ BattlegroundIC::BattlegroundIC()
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siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;
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gunshipHorde = NULL;
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gunshipAlliance = NULL;
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gunshipHorde = nullptr;
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gunshipAlliance = nullptr;
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respawnMap.clear();
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}
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@@ -127,7 +127,7 @@ void BattlegroundIC::PostUpdateImpl(uint32 diff)
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{
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// Check if creature respawn time is properly saved
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RespawnMap::iterator itr = respawnMap.find(catapult->GetGUIDLow());
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if (itr == respawnMap.end() || time(NULL) < itr->second)
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if (itr == respawnMap.end() || time(nullptr) < itr->second)
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continue;
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catapult->Relocate(BG_IC_DocksVehiclesCatapults[j].GetPositionX(), BG_IC_DocksVehiclesCatapults[j].GetPositionY(), BG_IC_DocksVehiclesCatapults[j].GetPositionZ(), BG_IC_DocksVehiclesCatapults[j].GetOrientation());
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@@ -145,7 +145,7 @@ void BattlegroundIC::PostUpdateImpl(uint32 diff)
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{
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// Check if creature respawn time is properly saved
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RespawnMap::iterator itr = respawnMap.find(glaiveThrower->GetGUIDLow());
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if (itr == respawnMap.end() || time(NULL) < itr->second)
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if (itr == respawnMap.end() || time(nullptr) < itr->second)
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continue;
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glaiveThrower->Relocate(BG_IC_DocksVehiclesGlaives[j].GetPositionX(), BG_IC_DocksVehiclesGlaives[j].GetPositionY(), BG_IC_DocksVehiclesGlaives[j].GetPositionZ(), BG_IC_DocksVehiclesGlaives[j].GetOrientation());
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@@ -174,7 +174,7 @@ void BattlegroundIC::PostUpdateImpl(uint32 diff)
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{
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// Check if creature respawn time is properly saved
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RespawnMap::iterator itr = respawnMap.find(siege->GetGUIDLow());
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if (itr == respawnMap.end() || time(NULL) < itr->second)
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if (itr == respawnMap.end() || time(nullptr) < itr->second)
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continue;
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siege->Relocate(BG_IC_WorkshopVehicles[4].GetPositionX(), BG_IC_WorkshopVehicles[4].GetPositionY(), BG_IC_WorkshopVehicles[4].GetPositionZ(), BG_IC_WorkshopVehicles[4].GetOrientation());
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@@ -191,7 +191,7 @@ void BattlegroundIC::PostUpdateImpl(uint32 diff)
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{
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// Check if creature respawn time is properly saved
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RespawnMap::iterator itr = respawnMap.find(demolisher->GetGUIDLow());
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if (itr == respawnMap.end() || time(NULL) < itr->second)
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if (itr == respawnMap.end() || time(nullptr) < itr->second)
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continue;
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demolisher->Relocate(BG_IC_WorkshopVehicles[u].GetPositionX(), BG_IC_WorkshopVehicles[u].GetPositionY(), BG_IC_WorkshopVehicles[u].GetPositionZ(), BG_IC_WorkshopVehicles[u].GetOrientation());
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@@ -519,7 +519,7 @@ void BattlegroundIC::HandleKillUnit(Creature* unit, Player* killer)
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// Xinef: Add to respawn list
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if (entry == NPC_DEMOLISHER || entry == NPC_SIEGE_ENGINE_H || entry == NPC_SIEGE_ENGINE_A ||
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entry == NPC_GLAIVE_THROWER_A || entry == NPC_GLAIVE_THROWER_H || entry == NPC_CATAPULT)
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respawnMap[unit->GetGUIDLow()] = time(NULL) + VEHICLE_RESPAWN_TIME;
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respawnMap[unit->GetGUIDLow()] = time(nullptr) + VEHICLE_RESPAWN_TIME;
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}
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}
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@@ -866,7 +866,7 @@ void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
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if (!siegeVehicle->IsVehicleInUse())
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Unit::Kill(siegeEngine, siegeEngine);
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respawnMap[siegeEngine->GetGUIDLow()] = time(NULL) + VEHICLE_RESPAWN_TIME;
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respawnMap[siegeEngine->GetGUIDLow()] = time(nullptr) + VEHICLE_RESPAWN_TIME;
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}
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}
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@@ -958,7 +958,7 @@ GraveyardStruct const* BattlegroundIC::GetClosestGraveyard(Player* player)
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if (nodePoint[i].faction == player->GetTeamId() && !nodePoint[i].needChange) // xinef: controlled by faction and not contested!
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nodes.push_back(i);
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GraveyardStruct const* good_entry = NULL;
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GraveyardStruct const* good_entry = nullptr;
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// If so, select the closest node to place ghost on
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if (!nodes.empty())
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{
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