The big NULL replacement party part 2.
This may take a bit. Trying to do this by operator/command.
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@@ -218,7 +218,7 @@ using namespace ScreenManagerUtil;
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RegisterScreenClass::RegisterScreenClass( const RString& sClassName, CreateScreenFn pfn )
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{
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if( g_pmapRegistrees == NULL )
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if( g_pmapRegistrees == nullptr )
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g_pmapRegistrees = new map<RString,CreateScreenFn>;
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map<RString,CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
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@@ -573,7 +573,7 @@ void ScreenManager::PrepareScreen( const RString &sScreenName )
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// Create the new background before deleting the previous so that we keep
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// any common textures loaded.
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if( pNewBGA == NULL )
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if( pNewBGA == nullptr )
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{
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LOG->Trace( "Loading screen background \"%s\"", sNewBGA.c_str() );
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Actor *pActor = ActorUtil::MakeActor( sNewBGA );
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@@ -615,7 +615,7 @@ bool ScreenManager::ActivatePreparedScreenAndBackground( const RString &sScreenN
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bool bLoadedBoth = true;
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// Find the prepped screen.
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if( GetTopScreen() == NULL || GetTopScreen()->GetName() != sScreenName )
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if( GetTopScreen() == nullptr || GetTopScreen()->GetName() != sScreenName )
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{
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LoadedScreen ls;
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if( !GetPreppedScreen(sScreenName, ls) )
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@@ -652,7 +652,7 @@ bool ScreenManager::ActivatePreparedScreenAndBackground( const RString &sScreenN
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/* If the BGA isn't loaded yet, load a dummy actor. If we're not going to use the same
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* BGA for the new screen, always move the old BGA back to g_vPreparedBackgrounds now. */
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if( pNewBGA == NULL )
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if( pNewBGA == nullptr )
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{
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bLoadedBoth = false;
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pNewBGA = new Actor;
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