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
+10 -10
View File
@@ -428,7 +428,7 @@ void ScreenGameplay::Init()
GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
FOREACH_EnabledPlayer(p)
ASSERT( GAMESTATE->m_pCurSteps[p].Get() != NULL );
ASSERT( GAMESTATE->m_pCurSteps[p].Get() != nullptr );
}
/* Increment the course play count. */
@@ -814,28 +814,28 @@ void ScreenGameplay::InitSongQueues()
if( GAMESTATE->IsCourseMode() )
{
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse != NULL );
ASSERT( pCourse != nullptr );
m_apSongsQueue.clear();
PlayerNumber pnMaster = GAMESTATE->GetMasterPlayerNumber();
Trail *pTrail = GAMESTATE->m_pCurTrail[pnMaster];
ASSERT( pTrail != NULL );
ASSERT( pTrail != nullptr );
for (TrailEntry const &e : pTrail->m_vEntries)
{
ASSERT( e.pSong != NULL );
ASSERT( e.pSong != nullptr );
m_apSongsQueue.push_back( e.pSong );
}
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
Trail *lTrail = GAMESTATE->m_pCurTrail[ pi->GetStepsAndTrailIndex() ];
ASSERT( lTrail != NULL );
ASSERT( lTrail != nullptr );
pi->m_vpStepsQueue.clear();
pi->m_asModifiersQueue.clear();
for (TrailEntry const &e : lTrail->m_vEntries)
{
ASSERT( e.pSteps != NULL );
ASSERT( e.pSteps != nullptr );
pi->m_vpStepsQueue.push_back( e.pSteps );
AttackArray a;
e.GetAttackArray( a );
@@ -1094,7 +1094,7 @@ void ScreenGameplay::LoadNextSong()
Steps* pSteps = GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ];
++pi->GetPlayerStageStats()->m_iStepsPlayed;
ASSERT( GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ] != NULL );
ASSERT( GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ] != nullptr );
if( pi->m_ptextStepsDescription )
pi->m_ptextStepsDescription->SetText( pSteps->GetDescription() );
@@ -1285,10 +1285,10 @@ void ScreenGameplay::LoadLights()
// First, check if the song has explicit lights
m_CabinetLightsNoteData.Init();
ASSERT( GAMESTATE->m_pCurSong != NULL );
ASSERT( GAMESTATE->m_pCurSong != nullptr );
const Steps *pSteps = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, StepsType_lights_cabinet, Difficulty_Medium );
if( pSteps != NULL )
if( pSteps != nullptr )
{
pSteps->GetNoteData( m_CabinetLightsNoteData );
return;
@@ -1751,7 +1751,7 @@ void ScreenGameplay::Update( float fDeltaTime )
DancingCharacters *pCharacter = NULL;
if( m_pSongBackground )
pCharacter = m_pSongBackground->GetDancingCharacters();
if( pCharacter != NULL )
if( pCharacter != nullptr )
{
TapNoteScore tns = pi->m_pPlayer->GetLastTapNoteScore();