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