After an assertion failure, the user might continue. If we ASSERT(0),

return.  (We should probably be throwing, though.)
This commit is contained in:
Glenn Maynard
2002-09-07 10:11:00 +00:00
parent ebbc1c274d
commit d252e31244
2 changed files with 3 additions and 3 deletions
+2 -2
View File
@@ -176,7 +176,7 @@ void Actor::UpdateTweening( float fDeltaTime )
const float fPercentThroughTween = 1-(TI.m_fTimeLeftInTween / TI.m_fTweenTime);
// distort the percentage if appropriate
float fPercentAlongPath;
float fPercentAlongPath = 0.f;
switch( TI.m_TweenType )
{
case TWEEN_LINEAR: fPercentAlongPath = fPercentThroughTween; break;
@@ -325,7 +325,7 @@ void Actor::ScaleTo( LPRECT pRect, StretchType st )
float fNewZoomX = fabsf(rect_width / m_size.x);
float fNewZoomY = fabsf(rect_height / m_size.y);
float fNewZoom;
float fNewZoom = 0.f;
switch( st )
{
case cover:
+1 -1
View File
@@ -42,7 +42,7 @@ void OptionsCursor::Load( PlayerNumber pn, bool bUnderline )
{
case PLAYER_1: iBaseFrameNo = 0; break;
case PLAYER_2: iBaseFrameNo = 3; break;
default: ASSERT(0); break;
default: ASSERT(0); return;
}
m_sprLeft.SetState( iBaseFrameNo+0 );
m_sprMiddle.SetState( iBaseFrameNo+1 );