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
+3 -3
View File
@@ -335,7 +335,7 @@ void ScreenOptionsEditCourse::ExportOptions( int iRow, const vector<PlayerNumber
if( pSong )
{
Steps *pSteps = this->GetStepsForEntry( iEntryIndex );
ASSERT_M( pSteps != NULL, "No Steps for this Song!" );
ASSERT_M( pSteps != nullptr, "No Steps for this Song!" );
CourseEntry ce;
ce.songID.FromSong( pSong );
ce.stepsCriteria.m_difficulty = pSteps->GetDifficulty();
@@ -395,7 +395,7 @@ void ScreenOptionsEditCourse::SetCurrentSong()
if( index != 0 )
pSong = m_vpSongs[ index - 1 ];
}
if ( pSong != NULL )
if ( pSong != nullptr )
{
GAMESTATE->m_pCurSong.Set( pSong );
}
@@ -412,7 +412,7 @@ void ScreenOptionsEditCourse::SetCurrentSteps()
OptionRow &row = *m_pRows[ EntryIndexAndRowTypeToRow(iEntryIndex, RowType_Steps) ];
int iStepsIndex = row.GetOneSharedSelection();
const EditCourseOptionRowHandlerSteps *pHand = dynamic_cast<const EditCourseOptionRowHandlerSteps *>( row.GetHandler() );
ASSERT( pHand != NULL );
ASSERT( pHand != nullptr );
Steps *pSteps = pHand->GetSteps( iStepsIndex );
GAMESTATE->m_pCurSteps[PLAYER_1].Set( pSteps );
}