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