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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@@ -96,7 +96,7 @@ void LifeMeterTime::OnLoadSong()
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return;
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Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse != NULL );
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ASSERT( pCourse != nullptr );
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float fOldLife = m_fLifeTotalLostSeconds;
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float fGainSeconds = pCourse->m_vEntries[GAMESTATE->GetCourseSongIndex()].fGainSeconds;
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