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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@@ -60,7 +60,7 @@ static bool ValidateLocalProfileName( const RString &sAnswer, RString &sErrorOut
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}
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Profile *pProfile = PROFILEMAN->GetLocalProfile( GAMESTATE->m_sEditLocalProfileID );
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if( pProfile != NULL && sAnswer == pProfile->m_sDisplayName )
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if( pProfile != nullptr && sAnswer == pProfile->m_sDisplayName )
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return true; // unchanged
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vector<RString> vsProfileNames;
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@@ -111,7 +111,7 @@ void ScreenOptionsManageProfiles::BeginScreen()
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for (RString const &s : m_vsLocalProfileID)
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{
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Profile *pProfile = PROFILEMAN->GetLocalProfile( s );
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ASSERT( pProfile != NULL );
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ASSERT( pProfile != nullptr );
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RString sCommand = ssprintf( "gamecommand;screen,ScreenOptionsEditProfile;profileid,%s;name,dummy", s.c_str() );
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OptionRowHandler *pHand = OptionRowHandlerUtil::Make( ParseCommands(sCommand) );
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@@ -261,7 +261,7 @@ void ScreenOptionsManageProfiles::HandleScreenMessage( const ScreenMessage SM )
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if( !ScreenMiniMenu::s_bCancelled )
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{
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Profile *pProfile = PROFILEMAN->GetLocalProfile( GAMESTATE->m_sEditLocalProfileID );
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ASSERT( pProfile != NULL );
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ASSERT( pProfile != nullptr );
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switch( ScreenMiniMenu::s_iLastRowCode )
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{
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