refactor(Core): apply clang-tidy modernize-use-nullptr (#3819)

This commit is contained in:
Francesco Borzì
2020-12-06 20:55:11 +01:00
committed by GitHub
parent 161302252e
commit cba126fa84
40 changed files with 127 additions and 127 deletions

View File

@@ -34,7 +34,7 @@ class GameObjectModel /*, public Intersectable*/
VMAP::WorldModel* iModel;
GameObject const* owner;
GameObjectModel() : phasemask(0), iInvScale(0), iScale(0), iModel(NULL), owner(NULL) { }
GameObjectModel() : phasemask(0), iInvScale(0), iScale(0), iModel(nullptr), owner(nullptr) { }
bool initialize(const GameObject& go, const GameObjectDisplayInfoEntry& info);
public:

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@@ -51,9 +51,9 @@ namespace VMAP
class ModelInstance: public ModelSpawn
{
public:
ModelInstance(): iInvScale(0.0f), iModel(0) { }
ModelInstance(): iInvScale(0.0f), iModel(nullptr) { }
ModelInstance(const ModelSpawn& spawn, WorldModel* model);
void setUnloaded() { iModel = 0; }
void setUnloaded() { iModel = nullptr; }
bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const;
void intersectPoint(const G3D::Vector3& p, AreaInfo& info) const;
bool GetLocationInfo(const G3D::Vector3& p, LocationInfo& info) const;

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@@ -47,7 +47,7 @@ namespace VMAP
bool writeToFile(FILE* wf);
static bool readFromFile(FILE* rf, WmoLiquid*& liquid);
private:
WmoLiquid(): iTilesX(0), iTilesY(0), iType(0), iHeight(0), iFlags(0) { }
WmoLiquid(): iTilesX(0), iTilesY(0), iType(0), iHeight(nullptr), iFlags(nullptr) { }
uint32 iTilesX; //!< number of tiles in x direction, each
uint32 iTilesY;
G3D::Vector3 iCorner; //!< the lower corner
@@ -62,15 +62,15 @@ namespace VMAP
class GroupModel
{
public:
GroupModel(): iMogpFlags(0), iGroupWMOID(0), iLiquid(0) { }
GroupModel(): iMogpFlags(0), iGroupWMOID(0), iLiquid(nullptr) { }
GroupModel(const GroupModel& other);
GroupModel(uint32 mogpFlags, uint32 groupWMOID, const G3D::AABox& bound):
iBound(bound), iMogpFlags(mogpFlags), iGroupWMOID(groupWMOID), iLiquid(0) { }
iBound(bound), iMogpFlags(mogpFlags), iGroupWMOID(groupWMOID), iLiquid(nullptr) { }
~GroupModel() { delete iLiquid; }
//! pass mesh data to object and create BIH. Passed vectors get get swapped with old geometry!
void setMeshData(std::vector<G3D::Vector3>& vert, std::vector<MeshTriangle>& tri);
void setLiquidData(WmoLiquid*& liquid) { iLiquid = liquid; liquid = NULL; }
void setLiquidData(WmoLiquid*& liquid) { iLiquid = liquid; liquid = nullptr; }
bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const;
bool IsInsideObject(const G3D::Vector3& pos, const G3D::Vector3& down, float& z_dist) const;
bool GetLiquidLevel(const G3D::Vector3& pos, float& liqHeight) const;