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
+8 -8
View File
@@ -1102,8 +1102,8 @@ void ScreenEdit::Init()
SubscribeToMessage( "Judgment" );
ASSERT( GAMESTATE->m_pCurSong != NULL );
ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] != NULL );
ASSERT( GAMESTATE->m_pCurSong != nullptr );
ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] != nullptr );
EDIT_MODE.Load( m_sName, "EditMode" );
ScreenWithMenuElements::Init();
@@ -2112,7 +2112,7 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
// save current steps
Steps* pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
ASSERT( pSteps != NULL );
ASSERT( pSteps != nullptr );
pSteps->SetNoteData( m_NoteDataEdit );
// Get all Steps of this StepsType
@@ -3087,7 +3087,7 @@ void ScreenEdit::TransitionEditState( EditState em )
/* FirstBeat affects backgrounds, so commit changes to memory (not to disk)
* and recalc it. */
Steps* pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
ASSERT( pSteps != NULL );
ASSERT( pSteps != nullptr );
pSteps->SetNoteData( m_NoteDataEdit );
m_pSong->ReCalculateRadarValuesAndLastSecond();
@@ -3493,7 +3493,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
GAMESTATE->m_pCurCourse.Set( pCourse );
GAMESTATE->m_iEditCourseEntryIndex.Set( iCourseEntryIndex );
ASSERT( GAMESTATE->m_pCurCourse != NULL );
ASSERT( GAMESTATE->m_pCurCourse != nullptr );
}
}
else if (SM == SM_BackFromKeysoundTrack)
@@ -5520,8 +5520,8 @@ void ScreenEdit::SetupCourseAttacks()
void ScreenEdit::CopyToLastSave()
{
ASSERT( GAMESTATE->m_pCurSong != NULL );
ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] != NULL );
ASSERT( GAMESTATE->m_pCurSong != nullptr );
ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] != nullptr );
m_SongLastSave = *GAMESTATE->m_pCurSong;
m_vStepsLastSave.clear();
const vector<Steps*> &vSteps = GAMESTATE->m_pCurSong->GetStepsByStepsType( GAMESTATE->m_pCurSteps[PLAYER_1]->m_StepsType );
@@ -5543,7 +5543,7 @@ void ScreenEdit::CopyFromLastSave()
void ScreenEdit::RevertFromDisk()
{
ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] != NULL );
ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] != nullptr );
StepsID id;
id.FromSteps( GAMESTATE->m_pCurSteps[PLAYER_1] );
ASSERT( id.IsValid() );