Project modernization (#630)
* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides
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@@ -6,7 +6,7 @@
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CompoundGameRuleDefinition::CompoundGameRuleDefinition()
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{
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m_lastRuleStatusChanged = NULL;
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m_lastRuleStatusChanged = nullptr;
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}
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CompoundGameRuleDefinition::~CompoundGameRuleDefinition()
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@@ -26,7 +26,7 @@ void CompoundGameRuleDefinition::getChildren(vector<GameRuleDefinition *> *child
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GameRuleDefinition *CompoundGameRuleDefinition::addChild(ConsoleGameRules::EGameRuleType ruleType)
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{
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GameRuleDefinition *rule = NULL;
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GameRuleDefinition *rule = nullptr;
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if(ruleType == ConsoleGameRules::eGameRuleType_CompleteAllRule)
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{
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rule = new CompleteAllRuleDefinition();
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@@ -49,13 +49,13 @@ GameRuleDefinition *CompoundGameRuleDefinition::addChild(ConsoleGameRules::EGame
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wprintf(L"CompoundGameRuleDefinition: Attempted to add invalid child rule - %d\n", ruleType );
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#endif
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}
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if(rule != NULL) m_children.push_back(rule);
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if(rule != nullptr) m_children.push_back(rule);
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return rule;
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}
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void CompoundGameRuleDefinition::populateGameRule(GameRulesInstance::EGameRulesInstanceType type, GameRule *rule)
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{
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GameRule *newRule = NULL;
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GameRule *newRule = nullptr;
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int i = 0;
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for (auto& it : m_children )
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{
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