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

@@ -38,7 +38,7 @@ class SmartAI : public CreatureAI
explicit SmartAI(Creature* c);
// Start moving to the desired MovePoint
void StartPath(bool run = false, uint32 path = 0, bool repeat = false, Unit* invoker = NULL);
void StartPath(bool run = false, uint32 path = 0, bool repeat = false, Unit* invoker = nullptr);
bool LoadPath(uint32 entry);
void PausePath(uint32 delay, bool forced = false);
void StopPath(uint32 DespawnTime = 0, uint32 quest = 0, bool fail = false);
@@ -66,7 +66,7 @@ class SmartAI : public CreatureAI
// Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables
void JustReachedHome();
// Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
void EnterCombat(Unit* enemy);
// Called for reaction at stopping attack at no attackers or targets