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.
This commit is contained in:
Jason Felds
2013-05-03 23:01:54 -04:00
parent b22a3bd3c4
commit 9f24627bf9
167 changed files with 31932 additions and 31932 deletions
+3 -3
View File
@@ -536,7 +536,7 @@ public:
m_ppStepsToFill = &GAMESTATE->m_pEditSourceSteps;
m_pst = &GAMESTATE->m_stEditSource;
m_vsReloadRowMessages.push_back( MessageIDToString(Message_EditSourceStepsTypeChanged) );
if( GAMESTATE->m_pCurSteps[0].Get() != NULL )
if( GAMESTATE->m_pCurSteps[0].Get() != nullptr )
m_Def.m_vEnabledForPlayers.clear(); // hide row
}
else
@@ -1120,7 +1120,7 @@ public:
{
LOG->Warn( "Invalid Conf type \"%s\"", sParam.c_str() );
pConfOption = ConfOption::Find( "Invalid" );
ASSERT_M( pConfOption != NULL, "ConfOption::Find(Invalid)" );
ASSERT_M( pConfOption != nullptr, "ConfOption::Find(Invalid)" );
}
pConfOption->UpdateAvailableOptions();
@@ -1201,7 +1201,7 @@ public:
m_pstToFill = &GAMESTATE->m_stEditSource;
m_vsReloadRowMessages.push_back( MessageIDToString(Message_CurrentStepsP1Changed) );
m_vsReloadRowMessages.push_back( MessageIDToString(Message_EditStepsTypeChanged) );
if( GAMESTATE->m_pCurSteps[0].Get() != NULL )
if( GAMESTATE->m_pCurSteps[0].Get() != nullptr )
m_Def.m_vEnabledForPlayers.clear(); // hide row
}
else