Codechange: Use null pointer literal instead of the NULL macro

This commit is contained in:
Henry Wilson
2019-04-10 22:07:06 +01:00
committed by Michael Lutz
parent 3b4f224c0b
commit 7c8e7c6b6e
463 changed files with 5674 additions and 5674 deletions

View File

@@ -25,7 +25,7 @@
/* static */ bool ScriptEngine::IsValidEngine(EngineID engine_id)
{
const Engine *e = ::Engine::GetIfValid(engine_id);
if (e == NULL || !e->IsEnabled()) return false;
if (e == nullptr || !e->IsEnabled()) return false;
/* AIs have only access to engines they can purchase or still have in use.
* Deity has access to all engined that will be or were available ever. */
@@ -36,12 +36,12 @@
/* static */ bool ScriptEngine::IsBuildable(EngineID engine_id)
{
const Engine *e = ::Engine::GetIfValid(engine_id);
return e != NULL && ::IsEngineBuildable(engine_id, e->type, ScriptObject::GetCompany());
return e != nullptr && ::IsEngineBuildable(engine_id, e->type, ScriptObject::GetCompany());
}
/* static */ char *ScriptEngine::GetName(EngineID engine_id)
{
if (!IsValidEngine(engine_id)) return NULL;
if (!IsValidEngine(engine_id)) return nullptr;
::SetDParam(0, engine_id);
return GetString(STR_ENGINE_NAME);