The big NULL replacement party part 3.
Getting there I think.
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+3
-3
@@ -111,7 +111,7 @@ Actor* ActorUtil::LoadFromNode( const XNode* pNode, Actor *pParentActor )
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{
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bool bCond;
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if( pNode->GetAttrValue("Condition", bCond) && !bCond )
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return NULL;
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return nullptr;
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}
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RString sClass;
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@@ -145,7 +145,7 @@ namespace
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{
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RString sScript;
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if( !GetFileContents(sFile, sScript) )
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return NULL;
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return nullptr;
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Lua *L = LUA->Get();
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@@ -155,7 +155,7 @@ namespace
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LUA->Release( L );
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sError = ssprintf( "Lua runtime error: %s", sError.c_str() );
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Dialog::OK( sError, "LUA_ERROR" );
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return NULL;
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return nullptr;
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}
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XNode *pRet = NULL;
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