The big NULL replacement party part 5.
Right. ' = NULL' would get a lot of these.
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+21
-21
@@ -100,13 +100,13 @@ PlayerInfo::PlayerInfo(): m_pn(PLAYER_INVALID), m_mp(MultiPlayer_Invalid),
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m_bIsDummy(false), m_iDummyIndex(0), m_iAddToDifficulty(0),
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m_bPlayerEnabled(false), m_PlayerStateDummy(),
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m_PlayerStageStatsDummy(), m_SoundEffectControl(),
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m_vpStepsQueue(), m_asModifiersQueue(), m_pLifeMeter(NULL),
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m_ptextCourseSongNumber(NULL), m_ptextStepsDescription(NULL),
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m_pPrimaryScoreDisplay(NULL), m_pSecondaryScoreDisplay(NULL),
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m_pPrimaryScoreKeeper(NULL), m_pSecondaryScoreKeeper(NULL),
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m_ptextPlayerOptions(NULL), m_pActiveAttackList(NULL),
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m_NoteData(), m_pPlayer(NULL), m_pInventory(NULL),
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m_pStepsDisplay(NULL), m_sprOniGameOver() {}
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m_vpStepsQueue(), m_asModifiersQueue(), m_pLifeMeter(nullptr),
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m_ptextCourseSongNumber(nullptr), m_ptextStepsDescription(nullptr),
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m_pPrimaryScoreDisplay(nullptr), m_pSecondaryScoreDisplay(nullptr),
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m_pPrimaryScoreKeeper(nullptr), m_pSecondaryScoreKeeper(nullptr),
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m_ptextPlayerOptions(nullptr), m_pActiveAttackList(nullptr),
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m_NoteData(), m_pPlayer(nullptr), m_pInventory(nullptr),
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m_pStepsDisplay(nullptr), m_sprOniGameOver() {}
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void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int iAddToDifficulty )
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{
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@@ -115,9 +115,9 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int
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m_bPlayerEnabled = IsEnabled();
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m_bIsDummy = false;
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m_iAddToDifficulty = iAddToDifficulty;
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m_pLifeMeter = NULL;
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m_ptextCourseSongNumber = NULL;
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m_ptextStepsDescription = NULL;
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m_pLifeMeter = nullptr;
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m_ptextCourseSongNumber = nullptr;
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m_ptextStepsDescription = nullptr;
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if( !IsMultiPlayer() )
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{
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@@ -173,11 +173,11 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int
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break;
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}
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m_ptextPlayerOptions = NULL;
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m_pActiveAttackList = NULL;
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m_ptextPlayerOptions = nullptr;
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m_pActiveAttackList = nullptr;
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m_pPlayer = new Player( m_NoteData, bShowNoteField );
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m_pInventory = NULL;
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m_pStepsDisplay = NULL;
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m_pInventory = nullptr;
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m_pStepsDisplay = nullptr;
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if( IsMultiPlayer() )
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{
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@@ -321,8 +321,8 @@ GetNextVisiblePlayerInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo>
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ScreenGameplay::ScreenGameplay()
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{
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m_pSongBackground = NULL;
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m_pSongForeground = NULL;
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m_pSongBackground = nullptr;
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m_pSongForeground = nullptr;
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}
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void ScreenGameplay::Init()
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@@ -376,10 +376,10 @@ void ScreenGameplay::Init()
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if( !GAMESTATE->m_bDemonstrationOrJukebox )
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MEMCARDMAN->PauseMountingThread();
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m_pSoundMusic = NULL;
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m_pSoundMusic = nullptr;
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m_bPaused = false;
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m_pCombinedLifeMeter = NULL;
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m_pCombinedLifeMeter = nullptr;
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if( GAMESTATE->m_pCurSong == nullptr && GAMESTATE->m_pCurCourse == nullptr )
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return; // ScreenDemonstration will move us to the next screen. We just need to survive for one update without crashing.
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@@ -1748,7 +1748,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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// update 2d dancing characters
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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{
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DancingCharacters *pCharacter = NULL;
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DancingCharacters *pCharacter = nullptr;
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if( m_pSongBackground )
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pCharacter = m_pSongBackground->GetDancingCharacters();
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if( pCharacter != nullptr )
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@@ -2345,7 +2345,7 @@ void ScreenGameplay::SaveStats()
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pss.m_radarPossible += rv;
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NoteDataWithScoring::GetActualRadarValues( nd, pss, fMusicLen, rv );
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pss.m_radarActual += rv;
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GAMESTATE->SetProcessedTimingData(NULL);
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GAMESTATE->SetProcessedTimingData(nullptr);
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}
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}
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@@ -2469,7 +2469,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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else if( SM == SM_LeaveGameplay )
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{
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// update dancing characters for win / lose
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DancingCharacters *pDancers = NULL;
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DancingCharacters *pDancers = nullptr;
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if( m_pSongBackground )
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pDancers = m_pSongBackground->GetDancingCharacters();
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if( pDancers )
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