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

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@@ -156,9 +156,9 @@ struct SlxiSubChunkInfo {
uint16 save_version; ///< version to save
uint16 max_version; ///< maximum version to accept on load
const char *name; ///< feature name, this *IS* saved, so must be globally unique
SlxiSubChunkSaveProc *save_proc; ///< save procedure of the sub chunk, this may be NULL in which case no extra chunk data is saved
SlxiSubChunkLoadProc *load_proc; ///< load procedure of the sub chunk, this may be NULL in which case the extra chunk data must be missing or of 0 length
const char *chunk_list; ///< this is a list of chunks that this feature uses, which should be written to the savegame, this must be a comma-seperated list of 4-character IDs, with no spaces, or NULL
SlxiSubChunkSaveProc *save_proc; ///< save procedure of the sub chunk, this may be nullptr in which case no extra chunk data is saved
SlxiSubChunkLoadProc *load_proc; ///< load procedure of the sub chunk, this may be nullptr in which case the extra chunk data must be missing or of 0 length
const char *chunk_list; ///< this is a list of chunks that this feature uses, which should be written to the savegame, this must be a comma-seperated list of 4-character IDs, with no spaces, or nullptr
};
void SlXvResetState();