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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+6
-6
@@ -151,7 +151,7 @@ void MusicWheel::BeginScreen()
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const vector<MusicWheelItemData *> &from = getWheelItemsData(SORT_MODE_MENU);
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for( unsigned i=0; i<from.size(); i++ )
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{
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ASSERT( &*from[i]->m_pAction != NULL );
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ASSERT( &*from[i]->m_pAction != nullptr );
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if( from[i]->m_pAction->DescribesCurrentModeForAllPlayers() )
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{
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m_sLastModeMenuItem = from[i]->m_pAction->m_sName;
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@@ -184,7 +184,7 @@ void MusicWheel::BeginScreen()
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/* Invalidate current Song if it can't be played
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* because there are not enough stages remaining. */
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if( GAMESTATE->m_pCurSong != NULL &&
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if( GAMESTATE->m_pCurSong != nullptr &&
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GameState::GetNumStagesMultiplierForSong( GAMESTATE->m_pCurSong ) > GAMESTATE->GetSmallestNumStagesLeftForAnyHumanPlayer() )
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{
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GAMESTATE->m_pCurSong.Set( NULL );
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@@ -194,10 +194,10 @@ void MusicWheel::BeginScreen()
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* because there are not enough stages remaining. */
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FOREACH_ENUM( PlayerNumber, p )
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{
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if( GAMESTATE->m_pCurSteps[p] != NULL )
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if( GAMESTATE->m_pCurSteps[p] != nullptr )
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{
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vector<Steps*> vpPossibleSteps;
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if( GAMESTATE->m_pCurSong != NULL )
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if( GAMESTATE->m_pCurSong != nullptr )
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SongUtil::GetPlayableSteps( GAMESTATE->m_pCurSong, vpPossibleSteps );
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bool bStepsIsPossible = find( vpPossibleSteps.begin(), vpPossibleSteps.end(), GAMESTATE->m_pCurSteps[p] ) == vpPossibleSteps.end();
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if( !bStepsIsPossible )
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@@ -849,7 +849,7 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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// init music status icons
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for (MusicWheelItemData *WID : arrayWheelItemDatas)
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{
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if( WID->m_pSong != NULL )
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if( WID->m_pSong != nullptr )
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{
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WID->m_Flags.bHasBeginnerOr1Meter = WID->m_pSong->IsEasy( GAMESTATE->GetCurrentStyle()->m_StepsType ) && SHOW_EASY_FLAG;
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WID->m_Flags.bEdits = false;
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@@ -859,7 +859,7 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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WID->m_Flags.bEdits |= WID->m_pSong->HasEdits( type );
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WID->m_Flags.iStagesForSong = GameState::GetNumStagesMultiplierForSong( WID->m_pSong );
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}
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else if( WID->m_pCourse != NULL )
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else if( WID->m_pCourse != nullptr )
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{
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WID->m_Flags.bHasBeginnerOr1Meter = false;
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WID->m_Flags.bEdits = WID->m_pCourse->IsAnEdit();
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