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
+6 -6
View File
@@ -57,7 +57,7 @@ Sprite::Sprite( const Sprite &cpy ):
CPY( m_fTexCoordVelocityY );
#undef CPY
if( cpy.m_pTexture != NULL )
if( cpy.m_pTexture != nullptr )
m_pTexture = TEXTUREMAN->CopyTexture( cpy.m_pTexture );
else
m_pTexture = NULL;
@@ -152,7 +152,7 @@ void Sprite::LoadFromNode( const XNode* pNode )
vector<State> aStates;
const XNode *pFrames = pNode->GetChild( "Frames" );
if( pFrames != NULL )
if( pFrames != nullptr )
{
/* All attributes are optional. If Frame is omitted, use the previous state's
* frame (or 0 if the first).
@@ -178,7 +178,7 @@ void Sprite::LoadFromNode( const XNode* pNode )
newState.rect = *m_pTexture->GetTextureCoordRect( iFrameIndex );
const XNode *pPoints[2] = { pFrame->GetChild( "1" ), pFrame->GetChild( "2" ) };
if( pPoints[0] != NULL && pPoints[1] != NULL )
if( pPoints[0] != nullptr && pPoints[1] != nullptr )
{
RectF r = newState.rect;
@@ -232,7 +232,7 @@ void Sprite::LoadFromNode( const XNode* pNode )
void Sprite::UnloadTexture()
{
if( m_pTexture != NULL ) // If there was a previous bitmap...
if( m_pTexture != nullptr ) // If there was a previous bitmap...
{
TEXTUREMAN->UnloadTexture( m_pTexture ); // Unload it.
m_pTexture = NULL;
@@ -273,7 +273,7 @@ void Sprite::EnableAnimation( bool bEnable )
void Sprite::SetTexture( RageTexture *pTexture )
{
ASSERT( pTexture != NULL );
ASSERT( pTexture != nullptr );
if( m_pTexture != pTexture )
{
@@ -1052,7 +1052,7 @@ public:
static int GetTexture( T* p, lua_State *L )
{
RageTexture *pTexture = p->GetTexture();
if( pTexture != NULL )
if( pTexture != nullptr )
pTexture->PushSelf(L);
else
lua_pushnil( L );