The big NULL replacement party part 2.

This may take a bit. Trying to do this by operator/command.
This commit is contained in:
Jason Felds
2013-05-03 23:11:42 -04:00
parent 9f24627bf9
commit ba59dd1656
174 changed files with 6644 additions and 6644 deletions
+9 -9
View File
@@ -608,7 +608,7 @@ int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const
{
const Style *pStyle = m_pCurStyle;
int numSidesJoined = GetNumSidesJoined();
if( pStyle == NULL )
if( pStyle == nullptr )
{
const Steps *pSteps = NULL;
if( this->GetMasterPlayerNumber() != PlayerNumber_Invalid )
@@ -806,9 +806,9 @@ void GameState::LoadCurrentSettingsFromProfile( PlayerNumber pn )
// Only set the PreferredStepsType if it wasn't already set by a GameCommand (or by an earlier profile)
if( m_PreferredStepsType == StepsType_Invalid && pProfile->m_LastStepsType != StepsType_Invalid )
m_PreferredStepsType.Set( pProfile->m_LastStepsType );
if( m_pPreferredSong == NULL )
if( m_pPreferredSong == nullptr )
m_pPreferredSong = pProfile->m_lastSong.ToSong();
if( m_pPreferredCourse == NULL )
if( m_pPreferredCourse == nullptr )
m_pPreferredCourse = pProfile->m_lastCourse.ToCourse();
}
@@ -1094,7 +1094,7 @@ RString GameState::GetPlayerDisplayName( PlayerNumber pn ) const
bool GameState::PlayersCanJoin() const
{
bool b = GetNumSidesJoined() == 0 || GetCurrentStyle() == NULL; // selecting a style finalizes the players
bool b = GetNumSidesJoined() == 0 || GetCurrentStyle() == nullptr; // selecting a style finalizes the players
if( ALLOW_LATE_JOIN.IsLoaded() && ALLOW_LATE_JOIN )
{
Screen *pScreen = SCREENMAN->GetTopScreen();
@@ -1176,7 +1176,7 @@ bool GameState::IsHumanPlayer( PlayerNumber pn ) const
if( pn == PLAYER_INVALID )
return false;
if( GetCurrentStyle() == NULL ) // no style chosen
if( GetCurrentStyle() == nullptr ) // no style chosen
{
if( PlayersCanJoin() )
return m_bSideIsJoined[pn]; // only allow input from sides that have already joined
@@ -1989,7 +1989,7 @@ Difficulty GameState::GetEasiestStepsDifficulty() const
Difficulty dc = Difficulty_Invalid;
FOREACH_HumanPlayer( p )
{
if( m_pCurSteps[p] == NULL )
if( m_pCurSteps[p] == nullptr )
{
LOG->Warn( "GetEasiestStepsDifficulty called but p%i hasn't chosen notes", p+1 );
continue;
@@ -2004,7 +2004,7 @@ Difficulty GameState::GetHardestStepsDifficulty() const
Difficulty dc = Difficulty_Beginner;
FOREACH_HumanPlayer( p )
{
if( m_pCurSteps[p] == NULL )
if( m_pCurSteps[p] == nullptr )
{
LOG->Warn( "GetHardestStepsDifficulty called but p%i hasn't chosen notes", p+1 );
continue;
@@ -2349,7 +2349,7 @@ public:
static int GetCurrentStepsCredits( T* t, lua_State *L )
{
const Song* pSong = t->m_pCurSong;
if( pSong == NULL )
if( pSong == nullptr )
return 0;
// use a vector and not a set so that ordering is maintained
@@ -2357,7 +2357,7 @@ public:
FOREACH_HumanPlayer( p )
{
const Steps* pSteps = GAMESTATE->m_pCurSteps[p];
if( pSteps == NULL )
if( pSteps == nullptr )
return 0;
bool bAlreadyAdded = find( vpStepsToShow.begin(), vpStepsToShow.end(), pSteps ) != vpStepsToShow.end();
if( !bAlreadyAdded )