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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+5
-5
@@ -175,7 +175,7 @@ void NoteField::Load(
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int iDrawDistanceAfterTargetsPixels,
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int iDrawDistanceBeforeTargetsPixels )
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{
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ASSERT( pNoteData != NULL );
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ASSERT( pNoteData != nullptr );
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m_pNoteData = pNoteData;
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m_iDrawDistanceAfterTargetsPixels = iDrawDistanceAfterTargetsPixels;
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m_iDrawDistanceBeforeTargetsPixels = iDrawDistanceBeforeTargetsPixels;
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@@ -814,7 +814,7 @@ void NoteField::DrawPrimitives()
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//LOG->Trace( "NoteField::DrawPrimitives()" );
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// This should be filled in on the first update.
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ASSERT( m_pCurDisplay != NULL );
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ASSERT( m_pCurDisplay != nullptr );
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ArrowEffects::Update();
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@@ -873,7 +873,7 @@ void NoteField::DrawPrimitives()
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unsigned i = 0;
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// Draw beat bars
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if( ( GAMESTATE->IsEditing() || SHOW_BEAT_BARS ) && pTiming != NULL )
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if( ( GAMESTATE->IsEditing() || SHOW_BEAT_BARS ) && pTiming != nullptr )
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{
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const vector<TimingSegment *> &tSigs = *segs[SEGMENT_TIME_SIG];
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int iMeasureIndex = 0;
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@@ -913,9 +913,9 @@ void NoteField::DrawPrimitives()
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}
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}
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if( GAMESTATE->IsEditing() && pTiming != NULL )
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if( GAMESTATE->IsEditing() && pTiming != nullptr )
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{
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ASSERT(GAMESTATE->m_pCurSong != NULL);
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ASSERT(GAMESTATE->m_pCurSong != nullptr);
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const TimingData &timing = *pTiming;
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