The big NULL replacement party part 2.
This may take a bit. Trying to do this by operator/command.
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@@ -633,7 +633,7 @@ void Player::Load()
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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bool bOniDead = GAMESTATE->m_SongOptions.GetStage().m_LifeType == SongOptions::LIFE_BATTERY &&
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(m_pPlayerStageStats == NULL || m_pPlayerStageStats->m_bFailed);
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(m_pPlayerStageStats == nullptr || m_pPlayerStageStats->m_bFailed);
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/* The editor reuses Players ... so we really need to make sure everything
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* is reset and not tweening. Perhaps ActorFrame should recurse to subactors;
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