The big NULL replacement party part 5.
Right. ' = NULL' would get a lot of these.
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+7
-7
@@ -24,13 +24,13 @@ Model::Model()
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m_bTextureWrapping = true;
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SetUseZBuffer( true );
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SetCullMode( CULL_BACK );
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m_pGeometry = NULL;
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m_pCurAnimation = NULL;
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m_pGeometry = nullptr;
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m_pCurAnimation = nullptr;
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m_fDefaultAnimationRate = 1;
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m_fCurAnimationRate = 1;
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m_bLoop = true;
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m_bDrawCelShaded = false;
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m_pTempGeometry = NULL;
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m_pTempGeometry = nullptr;
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}
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Model::~Model()
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@@ -43,12 +43,12 @@ void Model::Clear()
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if( m_pGeometry )
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{
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MODELMAN->UnloadModel( m_pGeometry );
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m_pGeometry = NULL;
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m_pGeometry = nullptr;
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}
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m_vpBones.clear();
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m_Materials.clear();
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m_mapNameToAnimation.clear();
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m_pCurAnimation = NULL;
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m_pCurAnimation = nullptr;
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if( m_pTempGeometry )
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DISPLAY->DeleteCompiledGeometry( m_pTempGeometry );
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@@ -607,7 +607,7 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
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}
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// search for the adjacent position keys
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const msPositionKey *pLastPositionKey = NULL, *pThisPositionKey = NULL;
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const msPositionKey *pLastPositionKey = nullptr, *pThisPositionKey = nullptr;
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for( size_t j = 0; j < pBone->PositionKeys.size(); ++j )
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{
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const msPositionKey *pPositionKey = &pBone->PositionKeys[j];
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@@ -631,7 +631,7 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
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vPos = pLastPositionKey->Position;
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// search for the adjacent rotation keys
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const msRotationKey *pLastRotationKey = NULL, *pThisRotationKey = NULL;
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const msRotationKey *pLastRotationKey = nullptr, *pThisRotationKey = nullptr;
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for( size_t j = 0; j < pBone->RotationKeys.size(); ++j )
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{
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const msRotationKey *pRotationKey = &pBone->RotationKeys[j];
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