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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@@ -116,9 +116,9 @@ void ScoreScroller::ConfigureActor( Actor *pActor, int iItem )
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const ScoreRowItemData &data = m_vScoreRowItemData[iItem];
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Message msg("Set");
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if( data.m_pSong != NULL )
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if( data.m_pSong != nullptr )
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msg.SetParam( "Song", data.m_pSong );
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if( data.m_pCourse != NULL )
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if( data.m_pCourse != nullptr )
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msg.SetParam( "Course", data.m_pCourse );
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@@ -133,7 +133,7 @@ void ScoreScroller::ConfigureActor( Actor *pActor, int iItem )
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Difficulty dc = iter.first;
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StepsType st = iter.second;
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if( data.m_pSong != NULL )
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if( data.m_pSong != nullptr )
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{
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const Song* pSong = data.m_pSong;
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Steps *pSteps = SongUtil::GetStepsByDifficulty( pSong, st, dc, false );
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@@ -141,7 +141,7 @@ void ScoreScroller::ConfigureActor( Actor *pActor, int iItem )
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pSteps = NULL;
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LuaHelpers::Push( L, pSteps );
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}
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else if( data.m_pCourse != NULL )
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else if( data.m_pCourse != nullptr )
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{
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const Course* pCourse = data.m_pCourse;
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Trail *pTrail = pCourse->GetTrail( st, dc );
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