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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@@ -282,7 +282,7 @@ void PlayerOptions::FromString( const RString &sMultipleMods )
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bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut )
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{
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ASSERT_M( NOTESKIN != NULL, "The Noteskin Manager must be loaded in order to process mods." );
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ASSERT_M( NOTESKIN != nullptr, "The Noteskin Manager must be loaded in order to process mods." );
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RString sBit = sOneMod;
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sBit.MakeLower();
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@@ -764,8 +764,8 @@ bool PlayerOptions::IsEasierForSongAndSteps( Song* pSong, Steps* pSteps, PlayerN
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bool PlayerOptions::IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail ) const
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{
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ASSERT( pCourse != NULL );
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ASSERT( pTrail != NULL );
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ASSERT( pCourse != nullptr );
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ASSERT( pTrail != nullptr );
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return std::any_of(pTrail->m_vEntries.begin(), pTrail->m_vEntries.end(), [&](TrailEntry const &e) {
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return e.pSong && IsEasierForSongAndSteps(e.pSong, e.pSteps, PLAYER_1);
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