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

parent
3b4f224c0b
commit
7c8e7c6b6e
@@ -61,7 +61,7 @@ struct Town : TownPool::PoolItem<&_town_pool> {
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uint32 townnamegrfid;
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uint16 townnametype;
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uint32 townnameparts;
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char *name; ///< Custom town name. If NULL, the town was not renamed and uses the generated name.
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char *name; ///< Custom town name. If nullptr, the town was not renamed and uses the generated name.
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byte flags; ///< See #TownFlags.
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@@ -233,7 +233,7 @@ template <class T>
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void MakeDefaultName(T *obj)
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{
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/* We only want to set names if it hasn't been set before, or when we're calling from afterload. */
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assert(obj->name == NULL || obj->town_cn == UINT16_MAX);
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assert(obj->name == nullptr || obj->town_cn == UINT16_MAX);
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obj->town = ClosestTownFromTile(obj->xy, UINT_MAX);
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@@ -257,7 +257,7 @@ void MakeDefaultName(T *obj)
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T *lobj = T::GetIfValid(cid);
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/* check only valid waypoints... */
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if (lobj != NULL && obj != lobj) {
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if (lobj != nullptr && obj != lobj) {
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/* only objects within the same city and with the same type */
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if (lobj->town == obj->town && lobj->IsOfType(obj)) {
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/* if lobj->town_cn < next, uint will overflow to '+inf' */
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