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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@@ -770,14 +770,14 @@ void ScreenManager::PopAllScreens()
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void ScreenManager::PostMessageToTopScreen( ScreenMessage SM, float fDelay )
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{
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Screen* pTopScreen = GetTopScreen();
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if( pTopScreen != NULL )
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if( pTopScreen != nullptr )
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pTopScreen->PostScreenMessage( SM, fDelay );
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}
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void ScreenManager::SendMessageToTopScreen( ScreenMessage SM )
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{
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Screen* pTopScreen = GetTopScreen();
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if( pTopScreen != NULL )
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if( pTopScreen != nullptr )
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pTopScreen->HandleScreenMessage( SM );
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}
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@@ -858,7 +858,7 @@ public:
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static int GetTopScreen( T* p, lua_State *L )
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{
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Actor *pScreen = p->GetTopScreen();
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if( pScreen != NULL )
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if( pScreen != nullptr )
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pScreen->PushSelf(L);
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else
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lua_pushnil( L );
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