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
+1 -1
View File
@@ -140,7 +140,7 @@ void ScreenOptionsManageEditSteps::HandleScreenMessage( const ScreenMessage SM )
else // a Steps
{
Steps *pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
ASSERT( pSteps != NULL );
ASSERT( pSteps != nullptr );
const Style *pStyle = GAMEMAN->GetEditorStyleForStepsType( pSteps->m_StepsType );
GAMESTATE->SetCurrentStyle( pStyle );
// do base behavior