don't ASSERT on invalid BGA layer m_Type value
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@@ -530,6 +530,7 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
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}
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ini.GetValueI( sLayer, "Type", (int&)m_Type );
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CLAMP( m_Type, (Type)0, TYPE_INVALID );
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ini.GetValue ( sLayer, "Command", m_sOnCommand );
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ini.GetValue ( sLayer, "OffCommand", m_sOffCommand );
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ini.GetValueF( sLayer, "FOV", m_fFOV );
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@@ -547,8 +548,6 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
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ini.GetValueF( sLayer, "OverrideSpeed", m_fOverrideSpeed );
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ini.GetValueI( sLayer, "NumParticles", m_iNumParticles );
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ini.GetValueB( sLayer, "ParticlesBounce", m_bParticlesBounce );
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// ini.GetValueI( sLayer, "NumTilesWide", m_iNumTilesWide ); // infer from spacing (or else the Update logic breaks)
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// ini.GetValueI( sLayer, "NumTilesHigh", m_iNumTilesHigh ); // infer from spacing (or else the Update logic breaks)
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ini.GetValueF( sLayer, "TilesStartX", m_fTilesStartX );
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ini.GetValueF( sLayer, "TilesStartY", m_fTilesStartY );
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ini.GetValueF( sLayer, "TilesSpacingX", m_fTilesSpacingX );
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