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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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@@ -720,7 +720,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
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time_t GetRespawnTime() const { return m_respawnTime; }
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time_t GetRespawnTimeEx() const
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{
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time_t now = time(NULL);
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time_t now = time(nullptr);
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if (m_respawnTime > now)
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return m_respawnTime;
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else
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@@ -729,7 +729,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
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void SetRespawnTime(int32 respawn)
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{
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m_respawnTime = respawn > 0 ? time(NULL) + respawn : 0;
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m_respawnTime = respawn > 0 ? time(nullptr) + respawn : 0;
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m_respawnDelayTime = respawn > 0 ? respawn : 0;
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}
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void Respawn();
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@@ -763,7 +763,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
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LootState getLootState() const { return m_lootState; }
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// Note: unit is only used when s = GO_ACTIVATED
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void SetLootState(LootState s, Unit* unit = NULL);
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void SetLootState(LootState s, Unit* unit = nullptr);
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uint16 GetLootMode() const { return m_LootMode; }
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bool HasLootMode(uint16 lootMode) const { return m_LootMode & lootMode; }
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@@ -800,13 +800,13 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
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bool HasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
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uint32 m_groupLootTimer; // (msecs)timer used for group loot
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uint32 lootingGroupLowGUID; // used to find group which is looting
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void SetLootGenerationTime() { m_lootGenerationTime = time(NULL); }
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void SetLootGenerationTime() { m_lootGenerationTime = time(nullptr); }
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uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
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bool hasQuest(uint32 quest_id) const override;
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bool hasInvolvedQuest(uint32 quest_id) const override;
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bool ActivateToQuest(Player* target) const;
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void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false, Unit* user = NULL);
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void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false, Unit* user = nullptr);
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// 0 = use `gameobject`.`spawntimesecs`
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void ResetDoorOrButton();
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@@ -830,7 +830,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
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void SendCustomAnim(uint32 anim);
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bool IsInRange(float x, float y, float z, float radius) const;
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void SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/, bool includeMargin = false, Player const* skipped_rcvr = NULL) override; // pussywizard!
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void SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/, bool includeMargin = false, Player const* skipped_rcvr = nullptr) override; // pussywizard!
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void ModifyHealth(int32 change, Unit* attackerOrHealer = NULL, uint32 spellId = 0);
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void SetDestructibleBuildingModifyState(bool allow) { m_allowModifyDestructibleBuilding = allow; }
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@@ -855,7 +855,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
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uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
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GameObjectModel* m_model;
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void GetRespawnPosition(float &x, float &y, float &z, float* ori = NULL) const;
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void GetRespawnPosition(float &x, float &y, float &z, float* ori = nullptr) const;
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void SetPosition(float x, float y, float z, float o);
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void SetPosition(const Position &pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
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@@ -863,14 +863,14 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
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bool IsStaticTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT; }
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bool IsMotionTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT; }
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Transport* ToTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport*>(this); else return NULL; }
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Transport const* ToTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return NULL; }
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Transport* ToTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport*>(this); else return nullptr; }
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Transport const* ToTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return nullptr; }
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StaticTransport* ToStaticTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport*>(this); else return NULL; }
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StaticTransport const* ToStaticTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport const*>(this); else return NULL; }
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StaticTransport* ToStaticTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport*>(this); else return nullptr; }
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StaticTransport const* ToStaticTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport const*>(this); else return nullptr; }
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MotionTransport* ToMotionTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport*>(this); else return NULL; }
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MotionTransport const* ToMotionTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return NULL; }
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MotionTransport* ToMotionTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport*>(this); else return nullptr; }
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MotionTransport const* ToMotionTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return nullptr; }
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float GetStationaryX() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionX(); return GetPositionX(); }
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float GetStationaryY() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionY(); return GetPositionY(); }
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