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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@@ -1359,7 +1359,7 @@ void RageCompiledGeometryHWOGL::Draw( int iMeshIndex ) const
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#define BUFFER_OFFSET(o) ((char*)(o))
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ASSERT( glDrawRangeElements != NULL );
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ASSERT( glDrawRangeElements != nullptr );
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glDrawRangeElements(
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GL_TRIANGLES,
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meshInfo.iVertexStart, // minimum array index contained in indices
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@@ -1735,7 +1735,7 @@ void RageDisplay_Legacy::SetBlendMode( BlendMode mode )
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{
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glEnable(GL_BLEND);
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if (glBlendEquation != NULL)
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if (glBlendEquation != nullptr)
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{
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if (mode == BLEND_INVERT_DEST)
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glBlendEquation( GL_FUNC_SUBTRACT );
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@@ -2487,7 +2487,7 @@ void RageDisplay_Legacy::SetRenderTarget( unsigned iTexture, bool bPreserveTextu
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}
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/* If we already had a render target, disable it. */
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if (g_pCurrentRenderTarget != NULL)
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if (g_pCurrentRenderTarget != nullptr)
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SetRenderTarget(0, true);
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/* Enable the new render target. */
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