The big NULL replacement party part 5.
Right. ' = NULL' would get a lot of these.
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+4
-4
@@ -20,7 +20,7 @@ REGISTER_ACTOR_CLASS( Sprite );
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Sprite::Sprite()
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{
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m_pTexture = NULL;
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m_pTexture = nullptr;
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m_iCurState = 0;
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m_fSecsIntoState = 0.0f;
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m_bUsingCustomTexCoords = false;
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@@ -60,7 +60,7 @@ Sprite::Sprite( const Sprite &cpy ):
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if( cpy.m_pTexture != nullptr )
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m_pTexture = TEXTUREMAN->CopyTexture( cpy.m_pTexture );
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else
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m_pTexture = NULL;
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m_pTexture = nullptr;
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}
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void Sprite::InitState()
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@@ -235,7 +235,7 @@ void Sprite::UnloadTexture()
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if( m_pTexture != nullptr ) // If there was a previous bitmap...
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{
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TEXTUREMAN->UnloadTexture( m_pTexture ); // Unload it.
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m_pTexture = NULL;
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m_pTexture = nullptr;
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/* Make sure we're reset to frame 0, so if we're reused, we aren't left
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* on a frame number that may be greater than the number of frames in
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@@ -301,7 +301,7 @@ void Sprite::LoadFromTexture( RageTextureID ID )
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{
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// LOG->Trace( "Sprite::LoadFromTexture( %s )", ID.filename.c_str() );
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RageTexture *pTexture = NULL;
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RageTexture *pTexture = nullptr;
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if( m_pTexture && m_pTexture->GetID() == ID )
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pTexture = m_pTexture;
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else
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