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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@@ -536,7 +536,7 @@ public:
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m_ppStepsToFill = &GAMESTATE->m_pEditSourceSteps;
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m_pst = &GAMESTATE->m_stEditSource;
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m_vsReloadRowMessages.push_back( MessageIDToString(Message_EditSourceStepsTypeChanged) );
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if( GAMESTATE->m_pCurSteps[0].Get() != NULL )
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if( GAMESTATE->m_pCurSteps[0].Get() != nullptr )
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m_Def.m_vEnabledForPlayers.clear(); // hide row
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}
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else
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@@ -1120,7 +1120,7 @@ public:
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{
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LOG->Warn( "Invalid Conf type \"%s\"", sParam.c_str() );
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pConfOption = ConfOption::Find( "Invalid" );
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ASSERT_M( pConfOption != NULL, "ConfOption::Find(Invalid)" );
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ASSERT_M( pConfOption != nullptr, "ConfOption::Find(Invalid)" );
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}
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pConfOption->UpdateAvailableOptions();
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@@ -1201,7 +1201,7 @@ public:
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m_pstToFill = &GAMESTATE->m_stEditSource;
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m_vsReloadRowMessages.push_back( MessageIDToString(Message_CurrentStepsP1Changed) );
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m_vsReloadRowMessages.push_back( MessageIDToString(Message_EditStepsTypeChanged) );
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if( GAMESTATE->m_pCurSteps[0].Get() != NULL )
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if( GAMESTATE->m_pCurSteps[0].Get() != nullptr )
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m_Def.m_vEnabledForPlayers.clear(); // hide row
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}
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else
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