The big NULL replacement party part 2.
This may take a bit. Trying to do this by operator/command.
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@@ -50,7 +50,7 @@ void StepsDisplayList::LoadFromNode( const XNode* pNode )
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FOREACH_ENUM( PlayerNumber, pn )
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{
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const XNode *pChild = pNode->GetChild( ssprintf("CursorP%i",pn+1) );
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if( pChild == NULL )
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if( pChild == nullptr )
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RageException::Throw( "%s: StepsDisplayList: missing the node \"CursorP%d\"", ActorUtil::GetWhere(pNode).c_str(), pn+1 );
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m_Cursors[pn].LoadActorFromNode( pChild, this );
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@@ -61,7 +61,7 @@ void StepsDisplayList::LoadFromNode( const XNode* pNode )
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* in separate tweening stacks. This means the Cursor command can't change diffuse
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* colors; I think we do need a diffuse color stack ... */
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pChild = pNode->GetChild( ssprintf("CursorP%iFrame",pn+1) );
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if( pChild == NULL )
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if( pChild == nullptr )
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RageException::Throw( "%s: StepsDisplayList: missing the node \"CursorP%dFrame\"", ActorUtil::GetWhere(pNode).c_str(), pn+1 );
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m_CursorFrames[pn].LoadFromNode( pChild );
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m_CursorFrames[pn].AddChild( m_Cursors[pn] );
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@@ -88,7 +88,7 @@ int StepsDisplayList::GetCurrentRowIndex( PlayerNumber pn ) const
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{
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const Row &row = m_Rows[i];
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if( GAMESTATE->m_pCurSteps[pn] == NULL )
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if( GAMESTATE->m_pCurSteps[pn] == nullptr )
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{
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if( row.m_dc == ClosestDifficulty )
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return i;
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@@ -253,7 +253,7 @@ void StepsDisplayList::SetFromGameState()
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const Song *pSong = GAMESTATE->m_pCurSong;
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unsigned i = 0;
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if( pSong == NULL )
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if( pSong == nullptr )
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{
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// FIXME: This clamps to between the min and the max difficulty, but
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// it really should round to the nearest difficulty that's in
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