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
+19 -19
View File
@@ -381,7 +381,7 @@ void ScreenGameplay::Init()
m_pCombinedLifeMeter = NULL;
if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
if( GAMESTATE->m_pCurSong == nullptr && GAMESTATE->m_pCurCourse == nullptr )
return; // ScreenDemonstration will move us to the next screen. We just need to survive for one update without crashing.
/* Save settings to the profile now. Don't do this on extra stages, since the
@@ -627,7 +627,7 @@ void ScreenGameplay::Init()
{
if( GAMESTATE->IsCourseMode() )
{
ASSERT( pi->m_ptextCourseSongNumber == NULL );
ASSERT( pi->m_ptextCourseSongNumber == nullptr );
SONG_NUMBER_FORMAT.Load( m_sName, "SongNumberFormat" );
pi->m_ptextCourseSongNumber = new BitmapText;
pi->m_ptextCourseSongNumber->LoadFromFont( THEME->GetPathF(m_sName,"SongNum") );
@@ -638,7 +638,7 @@ void ScreenGameplay::Init()
this->AddChild( pi->m_ptextCourseSongNumber );
}
ASSERT( pi->m_ptextStepsDescription == NULL );
ASSERT( pi->m_ptextStepsDescription == nullptr );
pi->m_ptextStepsDescription = new BitmapText;
pi->m_ptextStepsDescription->LoadFromFont( THEME->GetPathF(m_sName,"StepsDescription") );
pi->m_ptextStepsDescription->SetName( ssprintf("StepsDescription%s",pi->GetName().c_str()) );
@@ -646,7 +646,7 @@ void ScreenGameplay::Init()
this->AddChild( pi->m_ptextStepsDescription );
// Player/Song options
ASSERT( pi->m_ptextPlayerOptions == NULL );
ASSERT( pi->m_ptextPlayerOptions == nullptr );
pi->m_ptextPlayerOptions = new BitmapText;
pi->m_ptextPlayerOptions->LoadFromFont( THEME->GetPathF(m_sName,"player options") );
pi->m_ptextPlayerOptions->SetName( ssprintf("PlayerOptions%s",pi->GetName().c_str()) );
@@ -654,7 +654,7 @@ void ScreenGameplay::Init()
this->AddChild( pi->m_ptextPlayerOptions );
// Difficulty icon and meter
ASSERT( pi->m_pStepsDisplay == NULL );
ASSERT( pi->m_pStepsDisplay == nullptr );
pi->m_pStepsDisplay = new StepsDisplay;
pi->m_pStepsDisplay->Load("StepsDisplayGameplay", pi->GetPlayerState() );
pi->m_pStepsDisplay->SetName( ssprintf("StepsDisplay%s",pi->GetName().c_str()) );
@@ -685,7 +685,7 @@ void ScreenGameplay::Init()
FOREACH_VisiblePlayerInfo( m_vPlayerInfo, pi )
{
ASSERT( pi->m_pActiveAttackList == NULL );
ASSERT( pi->m_pActiveAttackList == nullptr );
pi->m_pActiveAttackList = new ActiveAttackList;
pi->m_pActiveAttackList->LoadFromFont( THEME->GetPathF(m_sName,"ActiveAttackList") );
pi->m_pActiveAttackList->Init( pi->GetPlayerState() );
@@ -1270,7 +1270,7 @@ void ScreenGameplay::LoadNextSong()
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
RageSoundReader *pPlayerSound = m_AutoKeysounds.GetPlayerSound(pi->m_pn);
if( pPlayerSound == NULL && pi->m_pn == GAMESTATE->GetMasterPlayerNumber() )
if( pPlayerSound == nullptr && pi->m_pn == GAMESTATE->GetMasterPlayerNumber() )
pPlayerSound = m_AutoKeysounds.GetSharedSound();
pi->m_SoundEffectControl.SetSoundReader( pPlayerSound );
}
@@ -1327,7 +1327,7 @@ void ScreenGameplay::LoadLights()
pSteps = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, st, d1 );
// If we can't find anything at all, stop.
if( pSteps == NULL )
if( pSteps == nullptr )
return;
NoteData TapNoteData1;
@@ -1430,7 +1430,7 @@ void ScreenGameplay::PlayAnnouncer( const RString &type, float fSeconds, float *
/* Don't play before the first beat, or after we're finished. */
if( m_DancingState != STATE_DANCING )
return;
if(GAMESTATE->m_pCurSong == NULL || // this will be true on ScreenDemonstration sometimes
if(GAMESTATE->m_pCurSong == nullptr || // this will be true on ScreenDemonstration sometimes
GAMESTATE->m_Position.m_fSongBeat < GAMESTATE->m_pCurSong->GetFirstBeat())
return;
@@ -1454,7 +1454,7 @@ void ScreenGameplay::UpdateSongPosition( float fDeltaTime )
void ScreenGameplay::BeginScreen()
{
if( GAMESTATE->m_pCurSong == NULL )
if( GAMESTATE->m_pCurSong == nullptr )
return;
ScreenWithMenuElements::BeginScreen();
@@ -1535,7 +1535,7 @@ void ScreenGameplay::GetMusicEndTiming( float &fSecondsToStartFadingOutMusic, fl
void ScreenGameplay::Update( float fDeltaTime )
{
if( GAMESTATE->m_pCurSong == NULL )
if( GAMESTATE->m_pCurSong == nullptr )
{
/* ScreenDemonstration will move us to the next screen. We just need to
* survive for one update without crashing. We need to call Screen::Update
@@ -1558,7 +1558,7 @@ void ScreenGameplay::Update( float fDeltaTime )
/* This happens if ScreenDemonstration::HandleScreenMessage sets a new screen when
* PREFSMAN->m_bDelayedScreenLoad. */
if( GAMESTATE->m_pCurSong == NULL )
if( GAMESTATE->m_pCurSong == nullptr )
return;
/* This can happen if ScreenDemonstration::HandleScreenMessage sets a new screen when
* !PREFSMAN->m_bDelayedScreenLoad. (The new screen was loaded when we called Screen::Update,
@@ -1640,7 +1640,7 @@ void ScreenGameplay::Update( float fDeltaTime )
continue;
// check for individual fail
if( pi->m_pLifeMeter == NULL || !pi->m_pLifeMeter->IsFailing() )
if( pi->m_pLifeMeter == nullptr || !pi->m_pLifeMeter->IsFailing() )
continue; /* isn't failing */
if( pi->GetPlayerStageStats()->m_bFailed )
continue; /* failed and is already dead */
@@ -1685,7 +1685,7 @@ void ScreenGameplay::Update( float fDeltaTime )
switch( ft )
{
case PlayerOptions::FAIL_IMMEDIATE:
if( pi->m_pLifeMeter == NULL || (pi->m_pLifeMeter && !pi->m_pLifeMeter->IsFailing()) )
if( pi->m_pLifeMeter == nullptr || (pi->m_pLifeMeter && !pi->m_pLifeMeter->IsFailing()) )
bAllFailed = false;
break;
case PlayerOptions::FAIL_IMMEDIATE_CONTINUE:
@@ -2681,7 +2681,7 @@ void ScreenGameplay::HandleMessage( const Message &msg )
continue;
RageSoundReader *pSoundReader = m_AutoKeysounds.GetPlayerSound( pn );
if( pSoundReader == NULL )
if( pSoundReader == nullptr )
pSoundReader = m_AutoKeysounds.GetSharedSound();
HoldNoteScore hns;
@@ -2835,10 +2835,10 @@ public:
PlayerNumber pn = Enum::Check<PlayerNumber>( L, 1 );
PlayerInfo *pi = p->GetPlayerInfo(pn);
if( pi == NULL )
if( pi == nullptr )
return 0;
LifeMeter *pLM = pi->m_pLifeMeter;
if( pLM == NULL )
if( pLM == nullptr )
return 0;
pLM->PushSelf( L );
@@ -2849,7 +2849,7 @@ public:
PlayerNumber pn = Enum::Check<PlayerNumber>( L, 1 );
PlayerInfo *pi = p->GetPlayerInfo(pn);
if( pi == NULL )
if( pi == nullptr )
return 0;
pi->PushSelf( L );
@@ -2859,7 +2859,7 @@ public:
{
int iDummyIndex = IArg(1);
PlayerInfo *pi = p->GetDummyPlayerInfo(iDummyIndex);
if( pi == NULL )
if( pi == nullptr )
return 0;
pi->PushSelf( L );
return 1;