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