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
+4 -4
View File
@@ -94,11 +94,11 @@ RString UnlockManager::FindEntryID( const RString &sName ) const
const UnlockEntry *pEntry = NULL;
const Song *pSong = SONGMAN->FindSong( sName );
if( pSong != NULL )
if( pSong != nullptr )
pEntry = FindSong( pSong );
const Course *pCourse = SONGMAN->FindCourse( sName );
if( pCourse != NULL )
if( pCourse != nullptr )
pEntry = FindCourse( pCourse );
if( pEntry == NULL )
@@ -146,7 +146,7 @@ int UnlockManager::SongIsLocked( const Song *pSong ) const
if( PREFSMAN->m_bUseUnlockSystem )
{
const UnlockEntry *p = FindSong( pSong );
if( p != NULL && p->IsLocked() )
if( p != nullptr && p->IsLocked() )
{
iRet |= LOCKED_LOCK;
if( !p->m_sEntryID.empty() && m_RouletteCodes.find( p->m_sEntryID ) != m_RouletteCodes.end() )
@@ -709,7 +709,7 @@ void UnlockManager::PreferUnlockEntryID( RString sUnlockEntryID )
if( pEntry.m_sEntryID != sUnlockEntryID )
continue;
if( pEntry.m_Song.ToSong() != NULL )
if( pEntry.m_Song.ToSong() != nullptr )
GAMESTATE->m_pPreferredSong = pEntry.m_Song.ToSong();
if( pEntry.m_Course.ToCourse() )
GAMESTATE->m_pPreferredCourse = pEntry.m_Course.ToCourse();