Merge: Codechange: Use null pointer literal instead of the NULL macro

This commit is contained in:
Jonathan G Rennison
2019-04-11 18:14:13 +01:00
585 changed files with 6604 additions and 6604 deletions

View File

@@ -75,7 +75,7 @@ struct HouseResolverObject : public ResolverObject {
ScopeResolver *house_scope;
ScopeResolver *town_scope;
HouseResolverObject(HouseID house_id, TileIndex tile = INVALID_TILE, Town *town = NULL,
HouseResolverObject(HouseID house_id, TileIndex tile = INVALID_TILE, Town *town = nullptr,
CallbackID callback = CBID_NO_CALLBACK, uint32 param1 = 0, uint32 param2 = 0,
bool not_yet_constructed = false, uint8 initial_random_bits = 0, CargoTypes watched_cargo_triggers = 0);
@@ -120,7 +120,7 @@ void DrawNewHouseTileInGUI(int x, int y, HouseID house_id, bool ground);
void AnimateNewHouseTile(TileIndex tile);
void AnimateNewHouseConstruction(TileIndex tile);
uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town = NULL, TileIndex tile = INVALID_TILE,
uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town = nullptr, TileIndex tile = INVALID_TILE,
bool not_yet_constructed = false, uint8 initial_random_bits = 0, CargoTypes watched_cargo_triggers = 0);
void WatchedCargoCallback(TileIndex tile, CargoTypes trigger_cargoes);