diff --git a/d3xp/physics/Physics_Player.cpp b/d3xp/physics/Physics_Player.cpp index 1c80ceb..82ac812 100644 --- a/d3xp/physics/Physics_Player.cpp +++ b/d3xp/physics/Physics_Player.cpp @@ -1637,7 +1637,7 @@ void idPhysics_Player::Restore( idRestoreGame *savefile ) { * Resetting the axis to mat3_identity when restoring a savegame works around that issue * and makes sure players can go on playing if their savegame was "corrupted" by saving * while idPush was active. See https://github.com/dhewm/dhewm3/issues/328 for more details */ - if ( clipModel != nullptr ) { + if ( clipModel != NULL ) { clipModel->SetPosition( clipModel->GetOrigin(), mat3_identity ); } } diff --git a/game/physics/Physics_Player.cpp b/game/physics/Physics_Player.cpp index 1c80ceb..82ac812 100644 --- a/game/physics/Physics_Player.cpp +++ b/game/physics/Physics_Player.cpp @@ -1637,7 +1637,7 @@ void idPhysics_Player::Restore( idRestoreGame *savefile ) { * Resetting the axis to mat3_identity when restoring a savegame works around that issue * and makes sure players can go on playing if their savegame was "corrupted" by saving * while idPush was active. See https://github.com/dhewm/dhewm3/issues/328 for more details */ - if ( clipModel != nullptr ) { + if ( clipModel != NULL ) { clipModel->SetPosition( clipModel->GetOrigin(), mat3_identity ); } }