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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@@ -149,7 +149,7 @@ void ScreenHowToPlay::Init()
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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Steps *pSteps = SongUtil::GetClosestNotes( &m_Song, pStyle->m_StepsType, Difficulty_Beginner );
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ASSERT_M( pSteps != NULL, ssprintf("No playable steps of StepsType '%s' for ScreenHowToPlay", StringConversion::ToString(pStyle->m_StepsType).c_str()) );
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ASSERT_M( pSteps != nullptr, ssprintf("No playable steps of StepsType '%s' for ScreenHowToPlay", StringConversion::ToString(pStyle->m_StepsType).c_str()) );
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m_Song.m_SongTiming.TidyUpData( false );
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pSteps->m_Timing.TidyUpData( true );
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@@ -248,7 +248,7 @@ void ScreenHowToPlay::Step()
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void ScreenHowToPlay::Update( float fDelta )
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{
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if( GAMESTATE->m_pCurSong != NULL )
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if( GAMESTATE->m_pCurSong != nullptr )
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{
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RageTimer tm;
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GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong, GAMESTATE->m_pCurSong->m_SongTiming, tm, true );
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