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

@@ -196,10 +196,10 @@ class SpellScriptLoader : public ScriptObject
bool IsDatabaseBound() const { return true; }
// Should return a fully valid SpellScript pointer.
virtual SpellScript* GetSpellScript() const { return NULL; }
virtual SpellScript* GetSpellScript() const { return nullptr; }
// Should return a fully valid AuraScript pointer.
virtual AuraScript* GetAuraScript() const { return NULL; }
virtual AuraScript* GetAuraScript() const { return nullptr; }
};
class ServerScript : public ScriptObject
@@ -385,7 +385,7 @@ class InstanceMapScript : public ScriptObject, public MapScript<InstanceMap>
}
// Gets an InstanceScript object for this instance.
virtual InstanceScript* GetInstanceScript(InstanceMap* /*map*/) const { return NULL; }
virtual InstanceScript* GetInstanceScript(InstanceMap* /*map*/) const { return nullptr; }
};
class BattlegroundMapScript : public ScriptObject, public MapScript<BattlegroundMap>
@@ -544,7 +544,7 @@ class CreatureScript : public ScriptObject, public UpdatableScript<Creature>
virtual uint32 GetDialogStatus(Player* /*player*/, Creature* /*creature*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
// Called when a CreatureAI object is needed for the creature.
virtual CreatureAI* GetAI(Creature* /*creature*/) const { return NULL; }
virtual CreatureAI* GetAI(Creature* /*creature*/) const { return nullptr; }
};
class GameObjectScript : public ScriptObject, public UpdatableScript<GameObject>
@@ -588,7 +588,7 @@ class GameObjectScript : public ScriptObject, public UpdatableScript<GameObject>
virtual void OnGameObjectStateChanged(GameObject* /*go*/, uint32 /*state*/) { }
// Called when a GameObjectAI object is needed for the gameobject.
virtual GameObjectAI* GetAI(GameObject* /*go*/) const { return NULL; }
virtual GameObjectAI* GetAI(GameObject* /*go*/) const { return nullptr; }
};
class AreaTriggerScript : public ScriptObject
@@ -1694,7 +1694,7 @@ class ScriptRegistry
if (it != ScriptPointerList.end())
return it->second;
return NULL;
return nullptr;
}
private: