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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2014-10-20 22:55:07 +0200
committerarchshift <admin@archshift.com>2014-10-23 05:12:49 +0200
commita26541a7c3ced0569098edd0aae61c097c2912f4 (patch)
tree4b7bea204c0ddd18bb4f95357f9eb77590bc2e8d /src/Inventory.cpp
parentComposableGenerator: Removed nullptr initializers. (diff)
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Diffstat (limited to '')
-rw-r--r--src/Inventory.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/Inventory.cpp b/src/Inventory.cpp
index 832a079bc..51ac32da9 100644
--- a/src/Inventory.cpp
+++ b/src/Inventory.cpp
@@ -220,7 +220,7 @@ void cInventory::SetSlot(int a_SlotNum, const cItem & a_Item)
int GridSlotNum = 0;
cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
- if (Grid == NULL)
+ if (Grid == nullptr)
{
LOGWARNING("%s(%d): requesting an invalid itemgrid. Ignoring.", __FUNCTION__, a_SlotNum);
return;
@@ -278,7 +278,7 @@ const cItem & cInventory::GetSlot(int a_SlotNum) const
}
int GridSlotNum = 0;
const cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
- if (Grid == NULL)
+ if (Grid == nullptr)
{
// Something went wrong, but we don't know what. We must return a value, so return the first inventory slot
LOGWARNING("%s(%d): requesting an invalid ItemGrid, returning the first inventory slot instead.", __FUNCTION__, a_SlotNum);
@@ -372,7 +372,7 @@ int cInventory::ChangeSlotCount(int a_SlotNum, int a_AddToCount)
{
int GridSlotNum = 0;
cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
- if (Grid == NULL)
+ if (Grid == nullptr)
{
LOGWARNING("%s: invalid slot number, expected 0 .. %d, got %d; ignoring", __FUNCTION__, invNumSlots, a_SlotNum);
return -1;
@@ -398,7 +398,7 @@ bool cInventory::DamageItem(int a_SlotNum, short a_Amount)
int GridSlotNum = 0;
cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
- if (Grid == NULL)
+ if (Grid == nullptr)
{
LOGWARNING("%s(%d, %d): requesting an invalid grid, ignoring.", __FUNCTION__, a_SlotNum, a_Amount);
return false;
@@ -640,7 +640,7 @@ bool cInventory::LoadFromJson(Json::Value & a_Value)
int GridSlotNum = 0;
cItemGrid * Grid = GetGridForSlotNum(SlotIdx - 5, GridSlotNum);
- ASSERT(Grid != NULL);
+ ASSERT(Grid != nullptr);
Grid->SetSlot(GridSlotNum, Item);
} // for itr - a_Value[]
return true;
@@ -708,7 +708,7 @@ void cInventory::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
// Armor update needs broadcast to other players:
cWorld * World = m_Owner.GetWorld();
- if ((a_ItemGrid == &m_ArmorSlots) && (World != NULL))
+ if ((a_ItemGrid == &m_ArmorSlots) && (World != nullptr))
{
World->BroadcastEntityEquipment(
m_Owner, ArmorSlotNumToEntityEquipmentID(a_SlotNum),