The big NULL replacement party part 2.
This may take a bit. Trying to do this by operator/command.
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+9
-9
@@ -608,7 +608,7 @@ int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const
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{
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const Style *pStyle = m_pCurStyle;
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int numSidesJoined = GetNumSidesJoined();
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if( pStyle == NULL )
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if( pStyle == nullptr )
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{
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const Steps *pSteps = NULL;
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if( this->GetMasterPlayerNumber() != PlayerNumber_Invalid )
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@@ -806,9 +806,9 @@ void GameState::LoadCurrentSettingsFromProfile( PlayerNumber pn )
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// Only set the PreferredStepsType if it wasn't already set by a GameCommand (or by an earlier profile)
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if( m_PreferredStepsType == StepsType_Invalid && pProfile->m_LastStepsType != StepsType_Invalid )
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m_PreferredStepsType.Set( pProfile->m_LastStepsType );
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if( m_pPreferredSong == NULL )
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if( m_pPreferredSong == nullptr )
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m_pPreferredSong = pProfile->m_lastSong.ToSong();
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if( m_pPreferredCourse == NULL )
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if( m_pPreferredCourse == nullptr )
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m_pPreferredCourse = pProfile->m_lastCourse.ToCourse();
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}
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@@ -1094,7 +1094,7 @@ RString GameState::GetPlayerDisplayName( PlayerNumber pn ) const
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bool GameState::PlayersCanJoin() const
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{
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bool b = GetNumSidesJoined() == 0 || GetCurrentStyle() == NULL; // selecting a style finalizes the players
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bool b = GetNumSidesJoined() == 0 || GetCurrentStyle() == nullptr; // selecting a style finalizes the players
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if( ALLOW_LATE_JOIN.IsLoaded() && ALLOW_LATE_JOIN )
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{
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Screen *pScreen = SCREENMAN->GetTopScreen();
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@@ -1176,7 +1176,7 @@ bool GameState::IsHumanPlayer( PlayerNumber pn ) const
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if( pn == PLAYER_INVALID )
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return false;
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if( GetCurrentStyle() == NULL ) // no style chosen
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if( GetCurrentStyle() == nullptr ) // no style chosen
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{
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if( PlayersCanJoin() )
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return m_bSideIsJoined[pn]; // only allow input from sides that have already joined
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@@ -1989,7 +1989,7 @@ Difficulty GameState::GetEasiestStepsDifficulty() const
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Difficulty dc = Difficulty_Invalid;
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FOREACH_HumanPlayer( p )
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{
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if( m_pCurSteps[p] == NULL )
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if( m_pCurSteps[p] == nullptr )
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{
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LOG->Warn( "GetEasiestStepsDifficulty called but p%i hasn't chosen notes", p+1 );
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continue;
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@@ -2004,7 +2004,7 @@ Difficulty GameState::GetHardestStepsDifficulty() const
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Difficulty dc = Difficulty_Beginner;
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FOREACH_HumanPlayer( p )
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{
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if( m_pCurSteps[p] == NULL )
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if( m_pCurSteps[p] == nullptr )
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{
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LOG->Warn( "GetHardestStepsDifficulty called but p%i hasn't chosen notes", p+1 );
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continue;
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@@ -2349,7 +2349,7 @@ public:
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static int GetCurrentStepsCredits( T* t, lua_State *L )
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{
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const Song* pSong = t->m_pCurSong;
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if( pSong == NULL )
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if( pSong == nullptr )
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return 0;
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// use a vector and not a set so that ordering is maintained
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@@ -2357,7 +2357,7 @@ public:
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FOREACH_HumanPlayer( p )
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{
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const Steps* pSteps = GAMESTATE->m_pCurSteps[p];
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if( pSteps == NULL )
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if( pSteps == nullptr )
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return 0;
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bool bAlreadyAdded = find( vpStepsToShow.begin(), vpStepsToShow.end(), pSteps ) != vpStepsToShow.end();
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if( !bAlreadyAdded )
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