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
@@ -124,7 +124,7 @@ void ScreenSyncOverlay::UpdateText()
FAIL_M(ssprintf("Invalid autosync type: %i", type));
}
if( GAMESTATE->m_pCurSong != NULL && !GAMESTATE->IsCourseMode() ) // sync controls available
if( GAMESTATE->m_pCurSong != nullptr && !GAMESTATE->IsCourseMode() ) // sync controls available
{
AdjustSync::GetSyncChangeTextGlobal( vs );
AdjustSync::GetSyncChangeTextSong( vs );
@@ -224,7 +224,7 @@ bool ScreenSyncOverlay::Input( const InputEventPlus &input )
}
default: break;
}
if( GAMESTATE->m_pCurSong != NULL )
if( GAMESTATE->m_pCurSong != nullptr )
{
TimingData &sTiming = GAMESTATE->m_pCurSong->m_SongTiming;
BPMSegment * seg = sTiming.GetBPMSegmentAtBeat( GAMESTATE->m_Position.m_fSongBeat );
@@ -276,7 +276,7 @@ bool ScreenSyncOverlay::Input( const InputEventPlus &input )
case ChangeSongOffset:
{
if( GAMESTATE->m_pCurSong != NULL )
if( GAMESTATE->m_pCurSong != nullptr )
{
GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += fDelta;
const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();