assert on invalid attack ranges at load time so they don't slip to play time
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@@ -32,6 +32,7 @@ void Attack::GetAttackBeats( const Song *song, const PlayerState* pPlayerState,
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GAMESTATE->GetUndisplayedBeats( pPlayerState, fSecsRemaining, fStartBeat, fEndBeat );
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GAMESTATE->GetUndisplayedBeats( pPlayerState, fSecsRemaining, fStartBeat, fEndBeat );
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}
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}
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// loading the course should have caught this.
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ASSERT_M( fEndBeat >= fStartBeat, ssprintf("%f >= %f", fEndBeat, fStartBeat) );
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ASSERT_M( fEndBeat >= fStartBeat, ssprintf("%f >= %f", fEndBeat, fStartBeat) );
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}
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}
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@@ -177,6 +177,7 @@ void Course::LoadFromCRSFile( CString sPath )
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{
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{
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if( end != -9999 )
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if( end != -9999 )
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{
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{
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ASSERT_M( end >= attack.fStartSecond, ssprintf("Attack ends before it starts. end %f, start %f", end, attack.fStartSecond) );
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attack.fSecsRemaining = end - attack.fStartSecond;
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attack.fSecsRemaining = end - attack.fStartSecond;
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end = -9999;
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end = -9999;
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}
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}
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