- Enabled some useful Assert-Messages, so we get notifications about errors in DEBUG Mode.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@330 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2006-07-06 05:47:28 +00:00
parent 69c3fc9a06
commit 36db236079
9 changed files with 12 additions and 12 deletions
+1 -1
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@@ -793,7 +793,7 @@ BOOLEAN AddCreditNode( UINT32 uiType, UINT32 uiFlags, STR16 pString )
//if //if
if( uiType == CRDT_NODE_NONE) if( uiType == CRDT_NODE_NONE)
{ {
//Assert( 0 ); Assert( 0 );
return( TRUE ); return( TRUE );
} }
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+1 -1
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@@ -43,7 +43,7 @@
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib" AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\games\Jagged Alliance 2 DE\ja2_debug_v1.13.329_2006_07_05.exe" OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.329_2006_07_06.exe"
LinkIncremental="2" LinkIncremental="2"
SuppressStartupBanner="TRUE" SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\" AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+2 -2
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@@ -173,8 +173,8 @@ UINT8 NumEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
GROUP *pGroup; GROUP *pGroup;
UINT8 ubNumTroops; UINT8 ubNumTroops;
//Assert( sSectorX >= 1 && sSectorX <= 16 ); Assert( sSectorX >= 1 && sSectorX <= 16 );
//Assert( sSectorY >= 1 && sSectorY <= 16 ); Assert( sSectorY >= 1 && sSectorY <= 16 );
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ]; pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
ubNumTroops = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites); ubNumTroops = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
+3 -3
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@@ -3253,14 +3253,14 @@ BOOLEAN PlayersBetweenTheseSectors( INT16 sSource, INT16 sDest, INT32 *iCountEnt
if( gpBattleGroup ) if( gpBattleGroup )
{ {
//Assert( gfPreBattleInterfaceActive ); Assert( gfPreBattleInterfaceActive );
sBattleSector = (INT16)SECTOR( gpBattleGroup->ubSectorX, gpBattleGroup->ubSectorY ); sBattleSector = (INT16)SECTOR( gpBattleGroup->ubSectorX, gpBattleGroup->ubSectorY );
} }
// debug only // debug only
if ( gfDisplayPotentialRetreatPaths == TRUE ) if ( gfDisplayPotentialRetreatPaths == TRUE )
{ {
//Assert( gfPreBattleInterfaceActive ); Assert( gfPreBattleInterfaceActive );
} }
@@ -3771,7 +3771,7 @@ BOOLEAN LoadPlayerGroupList( HWFILE hFile, GROUP **pGroup )
sTempID = GetSoldierIDFromMercID( pTemp->ubProfileID ); sTempID = GetSoldierIDFromMercID( pTemp->ubProfileID );
//Should never happen //Should never happen
//Assert( sTempID != -1 ); Assert( sTempID != -1 );
pTemp->ubID = (UINT8) sTempID; pTemp->ubID = (UINT8) sTempID;
pTemp->pSoldier = &Menptr[ pTemp->ubID ]; pTemp->pSoldier = &Menptr[ pTemp->ubID ];
+1 -1
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@@ -2660,7 +2660,7 @@ void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT16
pGroup = GetGroup( ubPrevGroupID ); pGroup = GetGroup( ubPrevGroupID );
Assert( pGroup ); Assert( pGroup );
Assert( pGroup->fPlayer ); Assert( pGroup->fPlayer );
//Assert( pGroup->ubGroupSize ); Assert( pGroup->ubGroupSize );
pPlayer = pGroup->pPlayerList; pPlayer = pGroup->pPlayerList;
while( pPlayer ) while( pPlayer )
{ {
+1 -1
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@@ -1459,7 +1459,7 @@ UINT8 GetDealerItemCategoryNumber( UINT16 usItemIndex )
// WANNE: commented the assert out, because we always get the assertion in debug mode! // WANNE: commented the assert out, because we always get the assertion in debug mode!
// should never be trying to locate an item that's not covered in the table! // should never be trying to locate an item that's not covered in the table!
//Assert( FALSE ); Assert( FALSE );
return( 0 ); return( 0 );
} }
+2 -2
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@@ -65,8 +65,8 @@ void StatChange(SOLDIERTYPE *pSoldier, UINT8 ubStat, UINT16 usNumChances, UINT8
if (pSoldier == NULL || pSoldier->bActive == FALSE) if (pSoldier == NULL || pSoldier->bActive == FALSE)
return; // THIS SHOULD NEVER HAPPEN return; // THIS SHOULD NEVER HAPPEN
//Assert(pSoldier != NULL); Assert(pSoldier != NULL);
//Assert(pSoldier->bActive); Assert(pSoldier->bActive);
// ignore non-player soldiers // ignore non-player soldiers
if (!PTR_OURTEAM) if (!PTR_OURTEAM)
+1 -1
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@@ -2638,7 +2638,7 @@ UINT16 SelectStandardArmyGun( UINT8 uiGunLevel )
} }
//Assert(usGunIndex); Assert(usGunIndex);
return(usGunIndex); return(usGunIndex);
} }