The big NULL replacement party part 1.
This is meant to be a safer alternative since NULL can often be 0. Let's not rely on that. And yes, I know this is a lot of files. This is a safer thing to do in big commits vs for loops.
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@@ -65,7 +65,7 @@ void ActorMultiTexture::ClearTextures()
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int ActorMultiTexture::AddTexture( RageTexture *pTexture )
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{
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ASSERT( pTexture != NULL );
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ASSERT( pTexture != nullptr );
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LOG->Trace( "ActorMultiTexture::AddTexture( %s )", pTexture->GetID().filename.c_str() );
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m_aTextureUnits.push_back( TextureUnitState() );
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