The big NULL replacement party part 5.

Right. ' = NULL' would get a lot of these.
This commit is contained in:
Jason Felds
2013-05-03 23:39:52 -04:00
parent 328c41eec0
commit 28e5148dec
233 changed files with 7448 additions and 7447 deletions
+21 -21
View File
@@ -100,13 +100,13 @@ PlayerInfo::PlayerInfo(): m_pn(PLAYER_INVALID), m_mp(MultiPlayer_Invalid),
m_bIsDummy(false), m_iDummyIndex(0), m_iAddToDifficulty(0),
m_bPlayerEnabled(false), m_PlayerStateDummy(),
m_PlayerStageStatsDummy(), m_SoundEffectControl(),
m_vpStepsQueue(), m_asModifiersQueue(), m_pLifeMeter(NULL),
m_ptextCourseSongNumber(NULL), m_ptextStepsDescription(NULL),
m_pPrimaryScoreDisplay(NULL), m_pSecondaryScoreDisplay(NULL),
m_pPrimaryScoreKeeper(NULL), m_pSecondaryScoreKeeper(NULL),
m_ptextPlayerOptions(NULL), m_pActiveAttackList(NULL),
m_NoteData(), m_pPlayer(NULL), m_pInventory(NULL),
m_pStepsDisplay(NULL), m_sprOniGameOver() {}
m_vpStepsQueue(), m_asModifiersQueue(), m_pLifeMeter(nullptr),
m_ptextCourseSongNumber(nullptr), m_ptextStepsDescription(nullptr),
m_pPrimaryScoreDisplay(nullptr), m_pSecondaryScoreDisplay(nullptr),
m_pPrimaryScoreKeeper(nullptr), m_pSecondaryScoreKeeper(nullptr),
m_ptextPlayerOptions(nullptr), m_pActiveAttackList(nullptr),
m_NoteData(), m_pPlayer(nullptr), m_pInventory(nullptr),
m_pStepsDisplay(nullptr), m_sprOniGameOver() {}
void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int iAddToDifficulty )
{
@@ -115,9 +115,9 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int
m_bPlayerEnabled = IsEnabled();
m_bIsDummy = false;
m_iAddToDifficulty = iAddToDifficulty;
m_pLifeMeter = NULL;
m_ptextCourseSongNumber = NULL;
m_ptextStepsDescription = NULL;
m_pLifeMeter = nullptr;
m_ptextCourseSongNumber = nullptr;
m_ptextStepsDescription = nullptr;
if( !IsMultiPlayer() )
{
@@ -173,11 +173,11 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int
break;
}
m_ptextPlayerOptions = NULL;
m_pActiveAttackList = NULL;
m_ptextPlayerOptions = nullptr;
m_pActiveAttackList = nullptr;
m_pPlayer = new Player( m_NoteData, bShowNoteField );
m_pInventory = NULL;
m_pStepsDisplay = NULL;
m_pInventory = nullptr;
m_pStepsDisplay = nullptr;
if( IsMultiPlayer() )
{
@@ -321,8 +321,8 @@ GetNextVisiblePlayerInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo>
ScreenGameplay::ScreenGameplay()
{
m_pSongBackground = NULL;
m_pSongForeground = NULL;
m_pSongBackground = nullptr;
m_pSongForeground = nullptr;
}
void ScreenGameplay::Init()
@@ -376,10 +376,10 @@ void ScreenGameplay::Init()
if( !GAMESTATE->m_bDemonstrationOrJukebox )
MEMCARDMAN->PauseMountingThread();
m_pSoundMusic = NULL;
m_pSoundMusic = nullptr;
m_bPaused = false;
m_pCombinedLifeMeter = NULL;
m_pCombinedLifeMeter = nullptr;
if( GAMESTATE->m_pCurSong == nullptr && GAMESTATE->m_pCurCourse == nullptr )
return; // ScreenDemonstration will move us to the next screen. We just need to survive for one update without crashing.
@@ -1748,7 +1748,7 @@ void ScreenGameplay::Update( float fDeltaTime )
// update 2d dancing characters
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
DancingCharacters *pCharacter = NULL;
DancingCharacters *pCharacter = nullptr;
if( m_pSongBackground )
pCharacter = m_pSongBackground->GetDancingCharacters();
if( pCharacter != nullptr )
@@ -2345,7 +2345,7 @@ void ScreenGameplay::SaveStats()
pss.m_radarPossible += rv;
NoteDataWithScoring::GetActualRadarValues( nd, pss, fMusicLen, rv );
pss.m_radarActual += rv;
GAMESTATE->SetProcessedTimingData(NULL);
GAMESTATE->SetProcessedTimingData(nullptr);
}
}
@@ -2469,7 +2469,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
else if( SM == SM_LeaveGameplay )
{
// update dancing characters for win / lose
DancingCharacters *pDancers = NULL;
DancingCharacters *pDancers = nullptr;
if( m_pSongBackground )
pDancers = m_pSongBackground->GetDancingCharacters();
if( pDancers )