Bldr.generateNode(CastE, Pred, state, true);
continue;
} else {
- // If the cast fails on a pointer, conjure symbol constrained to 0.
- DefinedOrUnknownSVal NewSym = svalBuilder.getConjuredSymbolVal(NULL,
- CastE, LCtx, resultType,
- currentBuilderContext->getCurrentBlockCount());
- DefinedOrUnknownSVal Constraint = svalBuilder.evalEQ(state,
- NewSym, svalBuilder.makeZeroVal(resultType));
- state = state->assume(Constraint, true);
- state = state->BindExpr(CastE, LCtx, NewSym);
+ // If the cast fails on a pointer, bind to 0.
+ state = state->BindExpr(CastE, LCtx, svalBuilder.makeNull());
}
} else {
// If we don't know if the cast succeeded, conjure a new symbol.