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
+5 -5
View File
@@ -1190,7 +1190,7 @@ bool ScreenSelectMusic::MenuStart( const InputEventPlus &input )
return false;
// a song was selected
if( m_MusicWheel.GetSelectedSong() != NULL )
if( m_MusicWheel.GetSelectedSong() != nullptr )
{
if(TWO_PART_CONFIRMS_ONLY && SAMPLE_MUSIC_PREVIEW_MODE == SampleMusicPreviewMode_StartToPreview)
{
@@ -1235,12 +1235,12 @@ bool ScreenSelectMusic::MenuStart( const InputEventPlus &input )
if( GAMESTATE->IsCourseMode() )
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
}
else if( m_MusicWheel.GetSelectedCourse() != NULL )
else if( m_MusicWheel.GetSelectedCourse() != nullptr )
{
SOUND->PlayOnceFromAnnouncer( "select course comment general" );
Course *pCourse = m_MusicWheel.GetSelectedCourse();
ASSERT( pCourse != NULL );
ASSERT( pCourse != nullptr );
GAMESTATE->m_PlayMode.Set( pCourse->GetPlayMode() );
// apply #LIVES
@@ -1430,12 +1430,12 @@ bool ScreenSelectMusic::MenuStart( const InputEventPlus &input )
PlayerNumber pn = GAMESTATE->GetMasterPlayerNumber();
if( GAMESTATE->IsCourseMode() )
{
ASSERT( GAMESTATE->m_pCurTrail[pn] != NULL );
ASSERT( GAMESTATE->m_pCurTrail[pn] != nullptr );
stCurrent = GAMESTATE->m_pCurTrail[pn]->m_StepsType;
}
else
{
ASSERT( GAMESTATE->m_pCurSteps[pn] != NULL );
ASSERT( GAMESTATE->m_pCurSteps[pn] != nullptr );
stCurrent = GAMESTATE->m_pCurSteps[pn]->m_StepsType;
}
vector<StepsType> vst;