mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
- fixed many compilation errors with GCC and Clang
This commit is contained in:
parent
4fdcc47edc
commit
11958b713e
25 changed files with 110 additions and 110 deletions
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@ -150,7 +150,7 @@ void VerifyTargetChain(AActor *self, bool preciseMissileCheck)
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{
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// if any of the actors from self to (inclusive) origin match the next actor,
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// self has reached/created a loop
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self->target = NULL;
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self->target = nullptr;
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return;
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}
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if (compare == origin) break; // when "compare" = origin, we know that the next actor is, and should be "next"
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@ -176,7 +176,7 @@ void VerifyMasterChain(AActor *self)
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{
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if (compare == next)
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{
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self->master = NULL;
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self->master = nullptr;
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return;
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}
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if (compare == origin) break;
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@ -351,7 +351,7 @@ AActor *DBot::Choose_Mate ()
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if (mate)
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{
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if (mate->health <= 0)
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mate = NULL;
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mate = nullptr;
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else
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last_mate = mate;
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}
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@ -361,7 +361,7 @@ AActor *DBot::Choose_Mate ()
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//Check old_mates status.
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if (last_mate)
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if (last_mate->health <= 0)
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last_mate = NULL;
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last_mate = nullptr;
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target = NULL;
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closest_dist = FLT_MAX;
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@ -174,12 +174,12 @@ void FCajunMaster::Main ()
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void FCajunMaster::Init ()
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{
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botnum = 0;
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firstthing = NULL;
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firstthing = nullptr;
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spawn_tries = 0;
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freeze = false;
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observer = false;
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body1 = NULL;
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body2 = NULL;
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body1 = nullptr;
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body2 = nullptr;
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if (ctf && teamplay == false)
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teamplay = true; //Need teamplay for ctf. (which is not done yet)
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@ -121,7 +121,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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(!missile->Vel.X || !missile->Vel.Y || !Check_LOS(missile, SHOOTFOV*3/2)))
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{
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sleft = !sleft;
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missile = NULL; //Probably ended its travel.
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missile = nullptr; //Probably ended its travel.
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}
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#if 0 // this has always been broken and without any reference it cannot be fixed.
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@ -183,7 +183,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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}
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}
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dest = NULL; //To let bot turn right
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dest = nullptr; //To let bot turn right
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if (GetBotInfo(player->ReadyWeapon).MoveCombatDist == 0)
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player->mo->flags &= ~MF_DROPOFF; //Don't jump off any ledges when fighting.
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@ -237,7 +237,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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{
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if (mate == dest && pr_botmove.Random() < 32)
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{ // [RH] If the mate is the dest, pick a new dest sometimes
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dest = NULL;
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dest = nullptr;
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}
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goto roam;
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}
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@ -264,7 +264,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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if (dest && !(dest->flags&MF_SPECIAL) && dest->health < 0)
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{ //Roaming after something dead.
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dest = NULL;
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dest = nullptr;
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}
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if (dest == NULL)
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@ -333,7 +333,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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if (!t_roam && dest)
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{
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prev = dest;
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dest = NULL;
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dest = nullptr;
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}
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if (t_fight<(AFTERTICS/2))
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@ -438,5 +438,5 @@ void DBot::Set_enemy ()
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}
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//Verify that that enemy is really something alive that bot can kill.
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if (enemy && ((enemy->health < 0 || !(enemy->flags&MF_SHOOTABLE)) || player->mo->IsFriend(enemy)))
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enemy = NULL;
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enemy = nullptr;
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}
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@ -180,7 +180,7 @@ public:
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return *this;
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}
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T operator=(nullptr_t nul)
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T operator=(std::nullptr_t nul)
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{
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o = nullptr;
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return nullptr;
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@ -3311,7 +3311,7 @@ void FParser::SF_Resurrect()
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mo->Height = mo->GetDefault()->Height;
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mo->radius = mo->GetDefault()->radius;
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mo->Revive();
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mo->target = NULL;
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mo->target = nullptr;
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}
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}
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@ -130,7 +130,7 @@ void DFsScript::ClearSections()
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var->Destroy();
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var = next;
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}
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sections[i] = NULL;
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sections[i] = nullptr;
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}
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}
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@ -179,9 +179,9 @@ DFsVariable::DFsVariable(const char * _name)
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{
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Name=_name;
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type=svt_int;
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actor = NULL;
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actor = nullptr;
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value.i=0;
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next=NULL;
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next = nullptr;
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}
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//==========================================================================
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@ -1698,7 +1698,7 @@ void G_DoPlayerPop(int playernum)
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players[playernum].mo->Destroy();
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}
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players[playernum].mo = NULL;
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players[playernum].camera = NULL;
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players[playernum].camera = nullptr;
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}
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players[playernum].DestroyPSprites();
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@ -2762,7 +2762,7 @@ bool G_CheckDemoStatus (void)
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for (int i = 1; i < MAXPLAYERS; i++)
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playeringame[i] = 0;
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consoleplayer = 0;
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players[0].camera = NULL;
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players[0].camera = nullptr;
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if (StatusBar != NULL)
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{
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StatusBar->AttachToPlayer (&players[0]);
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@ -1289,7 +1289,7 @@ void G_StartTravel ()
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{
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AActor *pawn = players[i].mo;
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AActor *inv;
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players[i].camera = NULL;
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players[i].camera = nullptr;
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// Only living players travel. Dead ones get a new body on the new level.
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if (players[i].health > 0)
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@ -1391,8 +1391,8 @@ int G_FinishTravel ()
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{
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P_FindFloorCeiling(pawn);
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}
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pawn->target = NULL;
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pawn->lastenemy = NULL;
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pawn->target = nullptr;
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pawn->lastenemy = nullptr;
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pawn->player->mo = pawn;
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pawn->player->camera = pawn;
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pawn->player->viewheight = pawn->player->DefaultViewHeight();
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@ -436,7 +436,7 @@ void DBaseStatusBar::OnDestroy ()
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msg->Destroy();
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msg = next;
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}
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Messages[i] = NULL;
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Messages[i] = nullptr;
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}
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if (AltHud) AltHud->Destroy();
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Super::OnDestroy();
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@ -708,7 +708,7 @@ DHUDMessageBase *DBaseStatusBar::DetachMessage (DHUDMessageBase *msg)
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if (probe != NULL)
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{
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*prev = probe->Next;
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probe->Next = NULL;
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probe->Next = nullptr;
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return probe;
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}
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}
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@ -730,7 +730,7 @@ DHUDMessageBase *DBaseStatusBar::DetachMessage (uint32_t id)
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if (probe != NULL)
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{
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*prev = probe->Next;
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probe->Next = NULL;
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probe->Next = nullptr;
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return probe;
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}
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}
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@ -749,7 +749,7 @@ void DBaseStatusBar::DetachAllMessages ()
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{
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DHUDMessageBase *probe = Messages[i];
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Messages[i] = NULL;
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Messages[i] = nullptr;
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while (probe != NULL)
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{
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DHUDMessageBase *next = probe->Next;
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@ -681,7 +681,7 @@ DIntermissionController::DIntermissionController(FIntermissionDescriptor *Desc,
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mIndex = 0;
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mAdvance = false;
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mSentAdvance = false;
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mScreen = NULL;
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mScreen = nullptr;
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mFirst = true;
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mGameState = state;
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}
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@ -3915,15 +3915,15 @@ int DoSetMaster (AActor *self, AActor *master)
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self->flags = (self->flags & ~MF_FRIENDLY) | (master->flags & MF_FRIENDLY);
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level.total_monsters += self->CountsAsKill();
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// Don't attack your new master
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if (self->target == self->master) self->target = NULL;
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if (self->lastenemy == self->master) self->lastenemy = NULL;
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if (self->LastHeard == self->master) self->LastHeard = NULL;
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if (self->target == self->master) self->target = nullptr;
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if (self->lastenemy == self->master) self->lastenemy = nullptr;
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if (self->LastHeard == self->master) self->LastHeard = nullptr;
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return 1;
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}
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else if (master->player)
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{
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// [KS] Be friendly to this player
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self->master = NULL;
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self->master = nullptr;
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level.total_monsters -= self->CountsAsKill();
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self->flags|=MF_FRIENDLY;
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self->SetFriendPlayer(master->player);
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@ -3938,15 +3938,15 @@ int DoSetMaster (AActor *self, AActor *master)
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}
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}
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// And stop attacking him if necessary.
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if (self->target == master) self->target = NULL;
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if (self->lastenemy == master) self->lastenemy = NULL;
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if (self->LastHeard == master) self->LastHeard = NULL;
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if (self->target == master) self->target = nullptr;
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if (self->lastenemy == master) self->lastenemy = nullptr;
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if (self->LastHeard == master) self->LastHeard = nullptr;
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return 1;
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}
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}
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else
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{
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self->master = NULL;
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self->master = nullptr;
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self->FriendPlayer = 0;
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// Go back to whatever friendliness we usually have...
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defs = self->GetDefault();
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@ -3954,9 +3954,9 @@ int DoSetMaster (AActor *self, AActor *master)
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self->flags = (self->flags & ~MF_FRIENDLY) | (defs->flags & MF_FRIENDLY);
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level.total_monsters += self->CountsAsKill();
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// ...And re-side with our friends.
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if (self->target && !self->IsHostile (self->target)) self->target = NULL;
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if (self->lastenemy && !self->IsHostile (self->lastenemy)) self->lastenemy = NULL;
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if (self->LastHeard && !self->IsHostile (self->LastHeard)) self->LastHeard = NULL;
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if (self->target && !self->IsHostile (self->target)) self->target = nullptr;
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if (self->lastenemy && !self->IsHostile (self->lastenemy)) self->lastenemy = nullptr;
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if (self->LastHeard && !self->IsHostile (self->LastHeard)) self->LastHeard = nullptr;
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return 1;
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}
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}
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@ -570,7 +570,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RearrangePointers)
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if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self);
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break;
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case AAPTR_NULL:
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self->target = NULL;
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self->target = nullptr;
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// THIS IS NOT "A_ClearTarget", so no other targeting info is removed
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break;
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}
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@ -587,7 +587,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RearrangePointers)
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if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self);
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break;
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case AAPTR_NULL:
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self->master = NULL;
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self->master = nullptr;
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break;
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}
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@ -600,7 +600,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RearrangePointers)
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self->tracer = getmaster;
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break; // no verification deemed necessary; the engine never follows a tracer chain(?)
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case AAPTR_NULL:
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self->tracer = NULL;
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self->tracer = nullptr;
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break;
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}
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return 0;
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@ -771,7 +771,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SeekerMissile)
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{
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if (flags & SMF_LOOK)
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{ // This monster is no longer seekable, so let us look for another one next time.
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self->tracer = NULL;
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self->tracer = nullptr;
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}
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}
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return 0;
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@ -1981,17 +1981,17 @@ DEFINE_ACTION_FUNCTION(AActor, A_Respawn)
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// ...Actually it's better off an option, so you have better control over monster behavior.
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if (!(flags & RSF_KEEPTARGET))
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{
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self->target = NULL;
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self->LastHeard = NULL;
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self->lastenemy = NULL;
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self->target = nullptr;
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self->LastHeard = nullptr;
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self->lastenemy = nullptr;
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}
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else
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{
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// Don't attack yourself (Re: "Marine targets itself after suicide")
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if (self->target == self)
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self->target = NULL;
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self->target = nullptr;
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if (self->lastenemy == self)
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self->lastenemy = NULL;
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self->lastenemy = nullptr;
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}
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self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY);
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@ -1074,8 +1074,8 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
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{
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npc->flags5 &= ~MF5_INCONVERSATION;
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player->ConversationFaceTalker = false;
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player->ConversationNPC = NULL;
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player->ConversationPC = NULL;
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player->ConversationNPC = nullptr;
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player->ConversationPC = nullptr;
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player->ConversationNPCAngle = 0.;
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}
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@ -1121,8 +1121,8 @@ void P_ConversationCommand (int netcode, int pnum, uint8_t **stream)
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if (netcode == DEM_CONVNULL)
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{
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player->ConversationFaceTalker = false;
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player->ConversationNPC = NULL;
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player->ConversationPC = NULL;
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player->ConversationNPC = nullptr;
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player->ConversationPC = nullptr;
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player->ConversationNPCAngle = 0.;
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}
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}
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@ -147,7 +147,7 @@ void DDoor::Tick ()
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{
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case doorRaise:
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case doorClose:
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m_Sector->ceilingdata = NULL; //jff 2/22/98
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m_Sector->ceilingdata = nullptr; //jff 2/22/98
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Destroy (); // unlink and free
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break;
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@ -198,7 +198,7 @@ void DDoor::Tick ()
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case doorCloseWaitOpen:
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case doorOpen:
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m_Sector->ceilingdata = NULL; //jff 2/22/98
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m_Sector->ceilingdata = nullptr; //jff 2/22/98
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Destroy (); // unlink and free
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break;
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@ -593,7 +593,7 @@ void DAnimatedDoor::Tick ()
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switch (m_Status)
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{
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case Dead:
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m_Sector->ceilingdata = NULL;
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m_Sector->ceilingdata = nullptr;
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Destroy ();
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break;
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@ -608,7 +608,7 @@ void DAnimatedDoor::Tick ()
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if (m_Delay == 0)
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{
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m_Sector->ceilingdata = NULL;
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m_Sector->ceilingdata = nullptr;
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Destroy ();
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break;
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}
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@ -647,7 +647,7 @@ void DAnimatedDoor::Tick ()
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{
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// IF DOOR IS DONE CLOSING...
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m_Sector->MoveCeiling (2048., m_BotDist, -1);
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m_Sector->ceilingdata = NULL;
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m_Sector->ceilingdata = nullptr;
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Destroy ();
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// Unset blocking flags on lines that didn't start with them. Since the
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// ceiling is down now, we shouldn't need this flag anymore to keep things
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@ -1336,7 +1336,7 @@ int P_LookForTID (AActor *actor, INTBOOL allaround, FLookExParams *params)
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if (actor->LastLookActor != NULL &&
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actor->LastLookActor->tid != actor->TIDtoHate)
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{
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actor->LastLookActor = NULL;
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actor->LastLookActor = nullptr;
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}
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FActorIterator iterator (actor->TIDtoHate, actor->LastLookActor);
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@ -1401,12 +1401,12 @@ int P_LookForTID (AActor *actor, INTBOOL allaround, FLookExParams *params)
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if (!actor->IsFriend(actor->lastenemy))
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{
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actor->target = actor->lastenemy;
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actor->lastenemy = NULL;
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actor->lastenemy = nullptr;
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return true;
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}
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else
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{
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actor->lastenemy = NULL;
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actor->lastenemy = nullptr;
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}
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}
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}
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@ -1540,12 +1540,12 @@ int P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
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if (!actor->IsFriend(actor->lastenemy))
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{
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actor->target = actor->lastenemy;
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actor->lastenemy = NULL;
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actor->lastenemy = nullptr;
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return true;
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}
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else
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{
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actor->lastenemy = NULL;
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actor->lastenemy = nullptr;
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}
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}
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}
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@ -1674,12 +1674,12 @@ int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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if (!actor->IsFriend(actor->lastenemy))
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{
|
||||
actor->target = actor->lastenemy;
|
||||
actor->lastenemy = NULL;
|
||||
actor->lastenemy = nullptr;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
actor->lastenemy = NULL;
|
||||
actor->lastenemy = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1839,7 +1839,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
|
|||
if (self->target == self->goal)
|
||||
{
|
||||
if (self->reactiontime > level.maptime)
|
||||
self->target = NULL;
|
||||
self->target = nullptr;
|
||||
}
|
||||
else if (self->SeeSound)
|
||||
{
|
||||
|
@ -1926,7 +1926,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
|
|||
if (maxheardist && dist > maxheardist)
|
||||
{
|
||||
targ = NULL;
|
||||
self->LastHeard = NULL;
|
||||
self->LastHeard = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1985,7 +1985,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
|
|||
|
||||
// [KS] The target can become ourselves in rare circumstances (like
|
||||
// if we committed suicide), so if that's the case, just ignore it.
|
||||
if (self->target == self) self->target = NULL;
|
||||
if (self->target == self) self->target = nullptr;
|
||||
|
||||
if (self->target != NULL)
|
||||
{
|
||||
|
@ -2021,7 +2021,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
|
|||
if (self->target == self->goal)
|
||||
{
|
||||
if (self->reactiontime > level.maptime)
|
||||
self->target = NULL;
|
||||
self->target = nullptr;
|
||||
}
|
||||
else if (self->SeeSound && !(flags & LOF_NOSEESOUND))
|
||||
{
|
||||
|
@ -2063,7 +2063,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_ClearLastHeard)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
self->LastHeard = NULL;
|
||||
self->LastHeard = nullptr;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -2225,7 +2225,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
actor->target->renderflags & RF_INVISIBLE &&
|
||||
actor->target != actor->goal)
|
||||
{
|
||||
actor->target = NULL;
|
||||
actor->target = nullptr;
|
||||
}
|
||||
|
||||
// modify target threshold
|
||||
|
@ -2274,7 +2274,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
|
||||
// [RH] If the target is dead or a friend (and not a goal), stop chasing it.
|
||||
if (actor->target && actor->target != actor->goal && (actor->target->health <= 0 || actor->IsFriend(actor->target)))
|
||||
actor->target = NULL;
|
||||
actor->target = nullptr;
|
||||
|
||||
// [RH] Friendly monsters will consider chasing whoever hurts a player if they
|
||||
// don't already have a target.
|
||||
|
@ -2398,7 +2398,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
actor->reactiontime = actor->GetDefault()->reactiontime;
|
||||
actor->Angles.Yaw = lastgoalang; // Look in direction of last goal
|
||||
}
|
||||
if (actor->target == actor->goal) actor->target = NULL;
|
||||
if (actor->target == actor->goal) actor->target = nullptr;
|
||||
actor->flags |= MF_JUSTATTACKED;
|
||||
if (newgoal != NULL && delay != 0)
|
||||
{
|
||||
|
@ -2692,8 +2692,8 @@ bool P_CheckForResurrection(AActor *self, bool usevilestates)
|
|||
{
|
||||
// If this is a friendly Arch-Vile (which is turning the resurrected monster into its friend)
|
||||
// and the Arch-Vile is currently targetting the resurrected monster the target must be cleared.
|
||||
if (self->lastenemy == temp) self->lastenemy = NULL;
|
||||
if (self->lastenemy == corpsehit) self->lastenemy = NULL;
|
||||
if (self->lastenemy == temp) self->lastenemy = nullptr;
|
||||
if (self->lastenemy == corpsehit) self->lastenemy = nullptr;
|
||||
if (temp == self->target) temp = NULL;
|
||||
}
|
||||
self->target = temp;
|
||||
|
|
|
@ -181,7 +181,7 @@ void DFloor::Tick ()
|
|||
}
|
||||
}
|
||||
|
||||
m_Sector->floordata = NULL; //jff 2/22/98
|
||||
m_Sector->floordata = nullptr; //jff 2/22/98
|
||||
StopInterpolation();
|
||||
|
||||
//jff 2/26/98 implement stair retrigger lockout while still building
|
||||
|
@ -561,7 +561,7 @@ bool EV_FloorCrushStop (int tag, line_t *line)
|
|||
{
|
||||
SN_StopSequence (sec, CHAN_FLOOR);
|
||||
sec->floordata->Destroy ();
|
||||
sec->floordata = NULL;
|
||||
sec->floordata = nullptr;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
@ -900,12 +900,12 @@ void DElevator::OnDestroy()
|
|||
if (m_Interp_Ceiling != NULL)
|
||||
{
|
||||
m_Interp_Ceiling->DelRef();
|
||||
m_Interp_Ceiling = NULL;
|
||||
m_Interp_Ceiling = nullptr;
|
||||
}
|
||||
if (m_Interp_Floor != NULL)
|
||||
{
|
||||
m_Interp_Floor->DelRef();
|
||||
m_Interp_Floor = NULL;
|
||||
m_Interp_Floor = nullptr;
|
||||
}
|
||||
Super::OnDestroy();
|
||||
}
|
||||
|
@ -964,8 +964,8 @@ void DElevator::Tick ()
|
|||
// make floor stop sound
|
||||
SN_StopSequence (m_Sector, CHAN_FLOOR);
|
||||
|
||||
m_Sector->floordata = NULL; //jff 2/22/98
|
||||
m_Sector->ceilingdata = NULL; //jff 2/22/98
|
||||
m_Sector->floordata = nullptr; //jff 2/22/98
|
||||
m_Sector->ceilingdata = nullptr; //jff 2/22/98
|
||||
Destroy (); // remove elevator from actives
|
||||
}
|
||||
}
|
||||
|
@ -1225,11 +1225,11 @@ void DWaggleBase::DoWaggle (bool ceiling)
|
|||
P_ChangeSector (m_Sector, true, dist, ceiling, false);
|
||||
if (ceiling)
|
||||
{
|
||||
m_Sector->ceilingdata = NULL;
|
||||
m_Sector->ceilingdata = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Sector->floordata = NULL;
|
||||
m_Sector->floordata = nullptr;
|
||||
}
|
||||
Destroy ();
|
||||
return;
|
||||
|
|
|
@ -580,8 +580,8 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
|
|||
if (players[i].Bot != NULL && this == players[i].Bot->enemy)
|
||||
{
|
||||
if (players[i].Bot->dest == players[i].Bot->enemy)
|
||||
players[i].Bot->dest = NULL;
|
||||
players[i].Bot->enemy = NULL;
|
||||
players[i].Bot->dest = nullptr;
|
||||
players[i].Bot->enemy = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1620,7 +1620,7 @@ FUNC(LS_Thing_Hate)
|
|||
if (arg2 != 0)
|
||||
{
|
||||
hater->TIDtoHate = arg1;
|
||||
hater->LastLookActor = NULL;
|
||||
hater->LastLookActor = nullptr;
|
||||
|
||||
// If the TID to hate is 0, then don't forget the target and
|
||||
// lastenemy fields.
|
||||
|
@ -1628,11 +1628,11 @@ FUNC(LS_Thing_Hate)
|
|||
{
|
||||
if (hater->target != NULL && hater->target->tid != arg1)
|
||||
{
|
||||
hater->target = NULL;
|
||||
hater->target = nullptr;
|
||||
}
|
||||
if (hater->lastenemy != NULL && hater->lastenemy->tid != arg1)
|
||||
{
|
||||
hater->lastenemy = NULL;
|
||||
hater->lastenemy = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1826,7 +1826,7 @@ FUNC(LS_Thing_SetGoal)
|
|||
{ // Targeting a goal already? -> don't target it anymore.
|
||||
// A_Look will set it to the goal, presuming no real targets
|
||||
// come into view by then.
|
||||
self->target = NULL;
|
||||
self->target = nullptr;
|
||||
}
|
||||
self->goal = goal;
|
||||
if (arg3 == 0)
|
||||
|
|
|
@ -2336,7 +2336,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
|
|||
&& bglobal.IsDangerous(tm.sector))
|
||||
{
|
||||
thing->player->Bot->prev = thing->player->Bot->dest;
|
||||
thing->player->Bot->dest = NULL;
|
||||
thing->player->Bot->dest = nullptr;
|
||||
thing->Vel.X = thing->Vel.Y = 0;
|
||||
thing->SetZ(oldz);
|
||||
thing->flags6 &= ~MF6_INTRYMOVE;
|
||||
|
|
|
@ -1713,7 +1713,7 @@ bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise
|
|||
}
|
||||
if (!(target->flags & MF_SHOOTABLE))
|
||||
{ // Target died
|
||||
actor->tracer = NULL;
|
||||
actor->tracer = nullptr;
|
||||
return false;
|
||||
}
|
||||
if (speed == 0)
|
||||
|
@ -5057,14 +5057,14 @@ AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
p->fixedlightlevel = -1;
|
||||
p->viewheight = p->DefaultViewHeight();
|
||||
p->inconsistant = 0;
|
||||
p->attacker = NULL;
|
||||
p->attacker = nullptr;
|
||||
p->spreecount = 0;
|
||||
p->multicount = 0;
|
||||
p->lastkilltime = 0;
|
||||
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
|
||||
p->Uncrouch();
|
||||
p->MinPitch = p->MaxPitch = 0.; // will be filled in by PostBeginPlay()/netcode
|
||||
p->MUSINFOactor = NULL;
|
||||
p->MUSINFOactor = nullptr;
|
||||
p->MUSINFOtics = -1;
|
||||
p->Vel.Zero(); // killough 10/98: initialize bobbing to 0.
|
||||
|
||||
|
@ -5160,7 +5160,7 @@ AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
TThinkerIterator<AActor> it;
|
||||
while ((th = it.Next()))
|
||||
{
|
||||
if (th->LastHeard == oldactor) th->LastHeard = NULL;
|
||||
if (th->LastHeard == oldactor) th->LastHeard = nullptr;
|
||||
}
|
||||
for(auto &sec : level.sectors)
|
||||
{
|
||||
|
@ -7137,8 +7137,8 @@ void AActor::Revive()
|
|||
if (SpawnFlags & MTF_FRIENDLY) flags |= MF_FRIENDLY;
|
||||
DamageType = info->DamageType;
|
||||
health = SpawnHealth();
|
||||
target = NULL;
|
||||
lastenemy = NULL;
|
||||
target = nullptr;
|
||||
lastenemy = nullptr;
|
||||
|
||||
// [RH] If it's a monster, it gets to count as another kill
|
||||
if (CountsAsKill())
|
||||
|
|
|
@ -977,7 +977,7 @@ void P_SetupPortals()
|
|||
if (s.mType == PORTS_STACKEDSECTORTHING && s.mSkybox)
|
||||
{
|
||||
s.mDisplacement = s.mSkybox->Pos() - s.mSkybox->target->Pos();
|
||||
s.mSkybox = NULL;
|
||||
s.mSkybox = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -222,7 +222,7 @@ void FInterpolator::AddInterpolation(DInterpolation *interp)
|
|||
{
|
||||
interp->Next = Head;
|
||||
if (Head != NULL) Head->Prev = interp;
|
||||
interp->Prev = NULL;
|
||||
interp->Prev = nullptr;
|
||||
Head = interp;
|
||||
count++;
|
||||
}
|
||||
|
@ -238,15 +238,15 @@ void FInterpolator::RemoveInterpolation(DInterpolation *interp)
|
|||
if (Head == interp)
|
||||
{
|
||||
Head = interp->Next;
|
||||
if (Head != NULL) Head->Prev = NULL;
|
||||
if (Head != nullptr) Head->Prev = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (interp->Prev != NULL) interp->Prev->Next = interp->Next;
|
||||
if (interp->Next != NULL) interp->Next->Prev = interp->Prev;
|
||||
}
|
||||
interp->Next = NULL;
|
||||
interp->Prev = NULL;
|
||||
interp->Next = nullptr;
|
||||
interp->Prev = nullptr;
|
||||
count--;
|
||||
}
|
||||
|
||||
|
@ -302,11 +302,11 @@ void FInterpolator::RestoreInterpolations()
|
|||
void FInterpolator::ClearInterpolations()
|
||||
{
|
||||
DInterpolation *probe = Head;
|
||||
Head = NULL;
|
||||
while (probe != NULL)
|
||||
Head = nullptr;
|
||||
while (probe != nullptr)
|
||||
{
|
||||
DInterpolation *next = probe->Next;
|
||||
probe->Next = probe->Prev = NULL;
|
||||
probe->Next = probe->Prev = nullptr;
|
||||
probe->Destroy();
|
||||
probe = next;
|
||||
}
|
||||
|
@ -327,8 +327,8 @@ void FInterpolator::ClearInterpolations()
|
|||
|
||||
DInterpolation::DInterpolation()
|
||||
{
|
||||
Next = NULL;
|
||||
Prev = NULL;
|
||||
Next = nullptr;
|
||||
Prev = nullptr;
|
||||
refcount = 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -307,7 +307,7 @@ IMPLEMENT_POINTERS_END
|
|||
DSeqNode::DSeqNode ()
|
||||
: m_SequenceChoices(0)
|
||||
{
|
||||
m_Next = m_Prev = m_ChildSeqNode = m_ParentSeqNode = NULL;
|
||||
m_Next = m_Prev = m_ChildSeqNode = m_ParentSeqNode = nullptr;
|
||||
}
|
||||
|
||||
void DSeqNode::Serialize(FSerializer &arc)
|
||||
|
@ -395,8 +395,8 @@ void DSeqNode::OnDestroy()
|
|||
if (m_ParentSeqNode != NULL && m_ParentSeqNode->m_ChildSeqNode == this)
|
||||
{
|
||||
m_ParentSeqNode->m_SequencePtr++;
|
||||
m_ParentSeqNode->m_ChildSeqNode = NULL;
|
||||
m_ParentSeqNode = NULL;
|
||||
m_ParentSeqNode->m_ChildSeqNode = nullptr;
|
||||
m_ParentSeqNode = nullptr;
|
||||
}
|
||||
if (SequenceListHead == this)
|
||||
{
|
||||
|
@ -821,7 +821,7 @@ DSeqNode::DSeqNode (int sequence, int modenum)
|
|||
m_Prev = NULL;
|
||||
}
|
||||
GC::WriteBarrier(this);
|
||||
m_ParentSeqNode = m_ChildSeqNode = NULL;
|
||||
m_ParentSeqNode = m_ChildSeqNode = nullptr;
|
||||
}
|
||||
|
||||
void DSeqNode::ActivateSequence (int sequence)
|
||||
|
|
Loading…
Reference in a new issue