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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@@ -335,7 +335,7 @@ void ScreenOptionsEditCourse::ExportOptions( int iRow, const vector<PlayerNumber
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if( pSong )
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{
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Steps *pSteps = this->GetStepsForEntry( iEntryIndex );
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ASSERT_M( pSteps != NULL, "No Steps for this Song!" );
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ASSERT_M( pSteps != nullptr, "No Steps for this Song!" );
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CourseEntry ce;
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ce.songID.FromSong( pSong );
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ce.stepsCriteria.m_difficulty = pSteps->GetDifficulty();
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@@ -395,7 +395,7 @@ void ScreenOptionsEditCourse::SetCurrentSong()
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if( index != 0 )
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pSong = m_vpSongs[ index - 1 ];
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}
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if ( pSong != NULL )
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if ( pSong != nullptr )
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{
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GAMESTATE->m_pCurSong.Set( pSong );
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}
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@@ -412,7 +412,7 @@ void ScreenOptionsEditCourse::SetCurrentSteps()
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OptionRow &row = *m_pRows[ EntryIndexAndRowTypeToRow(iEntryIndex, RowType_Steps) ];
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int iStepsIndex = row.GetOneSharedSelection();
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const EditCourseOptionRowHandlerSteps *pHand = dynamic_cast<const EditCourseOptionRowHandlerSteps *>( row.GetHandler() );
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ASSERT( pHand != NULL );
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ASSERT( pHand != nullptr );
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Steps *pSteps = pHand->GetSteps( iStepsIndex );
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( pSteps );
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}
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