The big NULL replacement party part 1.
This is meant to be a safer alternative since NULL can often be 0. Let's not rely on that. And yes, I know this is a lot of files. This is a safer thing to do in big commits vs for loops.
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+3
-3
@@ -145,7 +145,7 @@ void ActorFrame::AddChild( Actor *pActor )
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Dialog::OK( ssprintf("Actor \"%s\" adds child \"%s\" more than once", GetLineage().c_str(), pActor->GetName().c_str()) );
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#endif
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ASSERT( pActor != NULL );
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ASSERT( pActor != nullptr );
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ASSERT( (void*)pActor != (void*)0xC0000005 );
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m_SubActors.push_back( pActor );
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@@ -285,14 +285,14 @@ void ActorFrame::PushChildrenTable( lua_State *L )
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void ActorFrame::PlayCommandOnChildren( const RString &sCommandName, const LuaReference *pParamTable )
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{
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const apActorCommands *pCmd = GetCommand( sCommandName );
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if( pCmd != NULL )
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if( pCmd != nullptr )
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RunCommandsOnChildren( *pCmd, pParamTable );
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}
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void ActorFrame::PlayCommandOnLeaves( const RString &sCommandName, const LuaReference *pParamTable )
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{
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const apActorCommands *pCmd = GetCommand( sCommandName );
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if( pCmd != NULL )
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if( pCmd != nullptr )
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RunCommandsOnLeaves( **pCmd, pParamTable );
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}
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