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>
This commit is contained in:
Kitzunu
2020-08-31 11:55:09 +02:00
committed by GitHub
parent 38903b5dfb
commit 1f89282b22
325 changed files with 2348 additions and 2348 deletions

View File

@@ -164,7 +164,7 @@ bool BattlegroundSA::ResetObjs()
//Graveyards!
for (uint8 i = 0;i < BG_SA_MAX_GY; i++)
{
GraveyardStruct const* sg = NULL;
GraveyardStruct const* sg = nullptr;
sg = sGraveyard->GetGraveyard(BG_SA_GYEntries[i]);
if (!sg)
@@ -624,7 +624,7 @@ void BattlegroundSA::EventPlayerDamagedGO(Player* /*player*/, GameObject* go, ui
case BG_SA_BLUE_GATE:
case BG_SA_GREEN_GATE:
{
GameObject* go = NULL;
GameObject* go = nullptr;
if ((go = GetBGObject(BG_SA_RED_GATE)))
go->SetDestructibleBuildingModifyState(true);
if ((go = GetBGObject(BG_SA_PURPLE_GATE)))
@@ -764,7 +764,7 @@ void BattlegroundSA::DestroyGate(Player* player, GameObject* go)
GraveyardStruct const* BattlegroundSA::GetClosestGraveyard(Player* player)
{
GraveyardStruct const* closest = NULL;
GraveyardStruct const* closest = nullptr;
float mindist = 999999.0f;
float x, y;
@@ -884,7 +884,7 @@ void BattlegroundSA::CaptureGraveyard(BG_SA_Graveyards i, Player *Source)
std::vector<uint64> ghost_list = m_ReviveQueue[BgCreatures[BG_SA_MAXNPC + i]];
if (!ghost_list.empty())
{
GraveyardStruct const* ClosestGrave = NULL;
GraveyardStruct const* ClosestGrave = nullptr;
for (std::vector<uint64>::const_iterator itr = ghost_list.begin(); itr != ghost_list.end(); ++itr)
{
Player* player = ObjectAccessor::FindPlayer(*itr);