replace ASSERT(0) with useful fail messages
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@@ -102,22 +102,26 @@ void ScreenSyncOverlay::UpdateText()
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if( g_bShowAutoplay )
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{
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switch( GamePreferences::m_AutoPlay.Get() )
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PlayerController pc = GamePreferences::m_AutoPlay.Get();
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switch( pc )
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{
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case PC_HUMAN: break;
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case PC_AUTOPLAY: vs.push_back(AUTO_PLAY); break;
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case PC_CPU: vs.push_back(AUTO_PLAY_CPU); break;
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default: ASSERT(0);
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default:
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FAIL_M(ssprintf("Invalid PlayerController: %i", pc));
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}
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}
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switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
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SongOptions::AutosyncType type = GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType;
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switch( type )
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{
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case SongOptions::AUTOSYNC_OFF: break;
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case SongOptions::AUTOSYNC_SONG: vs.push_back(AUTO_SYNC_SONG); break;
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case SongOptions::AUTOSYNC_MACHINE: vs.push_back(AUTO_SYNC_MACHINE); break;
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case SongOptions::AUTOSYNC_TEMPO: vs.push_back(AUTO_SYNC_TEMPO); break;
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default: ASSERT(0);
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default:
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FAIL_M(ssprintf("Invalid autosync type: %i", type));
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}
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if( GAMESTATE->m_pCurSong != NULL && !GAMESTATE->IsCourseMode() ) // sync controls available
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@@ -287,7 +291,7 @@ bool ScreenSyncOverlay::OverlayInput( const InputEventPlus &input )
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}
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break;
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default:
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ASSERT(0);
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FAIL_M(ssprintf("Invalid sync action choice: %i", a));
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}
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ShowHelp();
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