After an assertion failure, the user might continue. If we ASSERT(0),
return. (We should probably be throwing, though.)
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@@ -176,7 +176,7 @@ void Actor::UpdateTweening( float fDeltaTime )
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const float fPercentThroughTween = 1-(TI.m_fTimeLeftInTween / TI.m_fTweenTime);
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const float fPercentThroughTween = 1-(TI.m_fTimeLeftInTween / TI.m_fTweenTime);
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// distort the percentage if appropriate
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// distort the percentage if appropriate
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float fPercentAlongPath;
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float fPercentAlongPath = 0.f;
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switch( TI.m_TweenType )
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switch( TI.m_TweenType )
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{
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{
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case TWEEN_LINEAR: fPercentAlongPath = fPercentThroughTween; break;
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case TWEEN_LINEAR: fPercentAlongPath = fPercentThroughTween; break;
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@@ -325,7 +325,7 @@ void Actor::ScaleTo( LPRECT pRect, StretchType st )
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float fNewZoomX = fabsf(rect_width / m_size.x);
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float fNewZoomX = fabsf(rect_width / m_size.x);
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float fNewZoomY = fabsf(rect_height / m_size.y);
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float fNewZoomY = fabsf(rect_height / m_size.y);
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float fNewZoom;
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float fNewZoom = 0.f;
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switch( st )
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switch( st )
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{
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{
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case cover:
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case cover:
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@@ -42,7 +42,7 @@ void OptionsCursor::Load( PlayerNumber pn, bool bUnderline )
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{
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{
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case PLAYER_1: iBaseFrameNo = 0; break;
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case PLAYER_1: iBaseFrameNo = 0; break;
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case PLAYER_2: iBaseFrameNo = 3; break;
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case PLAYER_2: iBaseFrameNo = 3; break;
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default: ASSERT(0); break;
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default: ASSERT(0); return;
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}
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}
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m_sprLeft.SetState( iBaseFrameNo+0 );
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m_sprLeft.SetState( iBaseFrameNo+0 );
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m_sprMiddle.SetState( iBaseFrameNo+1 );
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m_sprMiddle.SetState( iBaseFrameNo+1 );
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