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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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@@ -271,7 +271,7 @@ class Map : public GridRefManager<NGridType>
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{
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friend class MapReference;
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public:
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Map(uint32 id, uint32 InstanceId, uint8 SpawnMode, Map* _parent = NULL);
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Map(uint32 id, uint32 InstanceId, uint8 SpawnMode, Map* _parent = nullptr);
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virtual ~Map();
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MapEntry const* GetEntry() const { return i_mapEntry; }
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@@ -353,7 +353,7 @@ class Map : public GridRefManager<NGridType>
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// can return INVALID_HEIGHT if under z+2 z coord not found height
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float GetHeight(float x, float y, float z, bool checkVMap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
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float GetMinHeight(float x, float y) const;
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Transport* GetTransportForPos(uint32 phase, float x, float y, float z, WorldObject* worldobject = NULL);
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Transport* GetTransportForPos(uint32 phase, float x, float y, float z, WorldObject* worldobject = nullptr);
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ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = 0) const;
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@@ -451,7 +451,7 @@ class Map : public GridRefManager<NGridType>
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TempSummon* SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties = NULL, uint32 duration = 0, Unit* summoner = NULL, uint32 spellId = 0, uint32 vehId = 0);
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GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport = true);
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void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = NULL);
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void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = nullptr);
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Player* GetPlayer(uint64 guid);
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Creature* GetCreature(uint64 guid);
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GameObject* GetGameObject(uint64 guid);
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@@ -460,14 +460,14 @@ class Map : public GridRefManager<NGridType>
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Pet* GetPet(uint64 guid);
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Corpse* GetCorpse(uint64 guid);
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MapInstanced* ToMapInstanced(){ if (Instanceable()) return reinterpret_cast<MapInstanced*>(this); else return NULL; }
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const MapInstanced* ToMapInstanced() const { if (Instanceable()) return (const MapInstanced*)((MapInstanced*)this); else return NULL; }
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MapInstanced* ToMapInstanced(){ if (Instanceable()) return reinterpret_cast<MapInstanced*>(this); else return nullptr; }
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const MapInstanced* ToMapInstanced() const { if (Instanceable()) return (const MapInstanced*)((MapInstanced*)this); else return nullptr; }
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InstanceMap* ToInstanceMap(){ if (IsDungeon()) return reinterpret_cast<InstanceMap*>(this); else return NULL; }
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const InstanceMap* ToInstanceMap() const { if (IsDungeon()) return (const InstanceMap*)((InstanceMap*)this); else return NULL; }
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InstanceMap* ToInstanceMap(){ if (IsDungeon()) return reinterpret_cast<InstanceMap*>(this); else return nullptr; }
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const InstanceMap* ToInstanceMap() const { if (IsDungeon()) return (const InstanceMap*)((InstanceMap*)this); else return nullptr; }
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BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap*>(this); else return NULL; }
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const BattlegroundMap* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap const*>(this); return NULL; }
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BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap*>(this); else return nullptr; }
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const BattlegroundMap* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap const*>(this); return nullptr; }
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float GetWaterOrGroundLevel(uint32 phasemask,float x, float y, float z, float* ground = NULL, bool swim = false, float maxSearchDist = 50.0f) const;
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float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
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@@ -680,7 +680,7 @@ class InstanceMap : public Map
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void AfterPlayerUnlinkFromMap();
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void Update(const uint32, const uint32, bool thread = true);
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void CreateInstanceScript(bool load, std::string data, uint32 completedEncounterMask);
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bool Reset(uint8 method, std::list<uint32>* globalSkipList = NULL);
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bool Reset(uint8 method, std::list<uint32>* globalSkipList = nullptr);
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uint32 GetScriptId() { return i_script_id; }
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InstanceScript* GetInstanceScript() { return instance_script; }
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void PermBindAllPlayers();
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