Codechange: Use null pointer literal instead of the NULL macro
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committed by
Michael Lutz

parent
3b4f224c0b
commit
7c8e7c6b6e
@@ -25,7 +25,7 @@
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/* static */ bool ScriptEngine::IsValidEngine(EngineID engine_id)
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{
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const Engine *e = ::Engine::GetIfValid(engine_id);
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if (e == NULL || !e->IsEnabled()) return false;
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if (e == nullptr || !e->IsEnabled()) return false;
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/* AIs have only access to engines they can purchase or still have in use.
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* Deity has access to all engined that will be or were available ever. */
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@@ -36,12 +36,12 @@
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/* static */ bool ScriptEngine::IsBuildable(EngineID engine_id)
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{
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const Engine *e = ::Engine::GetIfValid(engine_id);
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return e != NULL && ::IsEngineBuildable(engine_id, e->type, ScriptObject::GetCompany());
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return e != nullptr && ::IsEngineBuildable(engine_id, e->type, ScriptObject::GetCompany());
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}
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/* static */ char *ScriptEngine::GetName(EngineID engine_id)
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{
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if (!IsValidEngine(engine_id)) return NULL;
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if (!IsValidEngine(engine_id)) return nullptr;
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::SetDParam(0, engine_id);
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return GetString(STR_ENGINE_NAME);
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