change to Assert
This commit is contained in:
parent
7bff651546
commit
8781072f3c
9 changed files with 92 additions and 92 deletions
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@ -154,7 +154,7 @@ global void ClearGroup(int num)
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group = &Groups[num];
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for (i = 0; i < group->NumUnits; ++i) {
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group->Units[i]->GroupId &= ~(1 << num);
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DebugCheck(group->Units[i]->Destroyed);
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Assert(!group->Units[i]->Destroyed);
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}
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group->NumUnits = 0;
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}
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@ -171,7 +171,7 @@ global void AddToGroup(Unit** units, int nunits, int num)
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UnitGroup* group;
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int i;
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DebugCheck(num > NUM_GROUPS);
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Assert(num <= NUM_GROUPS);
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group = &Groups[num];
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for (i = 0; group->NumUnits < MaxSelectable && i < nunits; ++i) {
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@ -189,7 +189,7 @@ global void AddToGroup(Unit** units, int nunits, int num)
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*/
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global void SetGroup(Unit** units, int nunits, int num)
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{
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DebugCheck(num > NUM_GROUPS || nunits > MaxSelectable);
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Assert(num <= NUM_GROUPS && nunits <= MaxSelectable);
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ClearGroup(num);
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AddToGroup(units, nunits, num);
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@ -206,7 +206,7 @@ global void RemoveUnitFromGroups(Unit* unit)
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int num;
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int i;
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DebugCheck(unit->GroupId == 0); // unit doesn't belong to a group
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Assert(unit->GroupId != 0); // unit doesn't belong to a group
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for (num = 0; unit->GroupId; ++num, unit->GroupId >>= 1) {
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if ((unit->GroupId & 1) != 1) {
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@ -218,7 +218,7 @@ global void RemoveUnitFromGroups(Unit* unit)
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;
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}
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DebugCheck(i >= group->NumUnits); // oops not found
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Assert(i < group->NumUnits); // oops not found
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// This is a clean way that will allow us to add a unit
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// to a group easily, or make an easy array walk...
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@ -144,7 +144,7 @@ global CLFile* CLopen(const char* fn, long openflags)
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strcpy(openstring,"wb");
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} else {
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DebugLevel0("Bad CLopen flags");
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DebugCheck(1);
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Assert(0);
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return NULL;
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}
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@ -490,7 +490,7 @@ global void GameMainLoop(void)
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default:
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// FIXME: assume that NumPlayers < (CYCLES_PER_SECOND - 7)
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player = (GameCycle % CYCLES_PER_SECOND) - 7;
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DebugCheck(player < 0);
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Assert(player >= 0);
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if (player < NumPlayers){
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PlayersEachSecond(player);
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}
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@ -109,7 +109,7 @@ global int PlayerRacesIndex(int race)
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}
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}
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fprintf(stderr, "Invalid race: %d\n", race);
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DebugCheck(1);
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Assert(0);
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return PlayerRaceNeutral;
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}
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@ -536,8 +536,8 @@ global void CreatePlayer(int type)
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*/
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global void PlayerSetSide(Player* player, int side)
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{
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DebugCheck(side < 0 || side >= PlayerRaces.Count);
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DebugCheck(!PlayerRaces.Name[side]);
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Assert(side >= 0 && side < PlayerRaces.Count);
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Assert(PlayerRaces.Name[side]);
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player->Race = side;
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player->RaceName = PlayerRaces.Name[side];
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@ -126,12 +126,12 @@ local void ConvertMTXM(const unsigned short* mtxm,int width,int height
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int h;
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int w;
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DebugCheck( UnitTypeOrcWall->_HitPoints>=256
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|| UnitTypeHumanWall->_HitPoints>=256 );
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Assert( UnitTypeOrcWall->_HitPoints < 256
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&& UnitTypeHumanWall->_HitPoints < 256 );
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if( map->Terrain<TilesetMax ) {
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// FIXME: should use terrain name or better map->Tileset!!
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//DebugCheck( map->Tileset->Table != Tilesets[map->Terrain]->Table );
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//Assert( map->Tileset->Table == Tilesets[map->Terrain]->Table );
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ctab=Tilesets[map->Terrain]->Table;
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DebugLevel0Fn("FIXME: %s <-> %s\n" _C_ Tilesets[map->Terrain]->Class _C_
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map->TerrainName);
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@ -1376,7 +1376,7 @@ local void PudWriteHeader(gzFile f,char* type,int length)
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{
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unsigned char buf[4];
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DebugCheck( strlen(type)!=4 );
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Assert( strlen(type)==4 );
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if( gzwrite(f,type,4)!=4 ) {
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ExitFatal(-1);
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}
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@ -66,7 +66,7 @@ local void CclSpellMissileLocation(lua_State* l, SpellActionMissileLocation* loc
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int args;
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int j;
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DebugCheck(location == NULL);
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Assert(location != NULL);
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memset(location, 0, sizeof(*location));
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if (!lua_istable(l, -1)) {
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@ -867,8 +867,8 @@ local void SaveSpellCondition(CLFile* file, ConditionInfo* condition)
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"only" /// CONDITION_ONLY
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};
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int i;
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DebugCheck(!file);
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DebugCheck(!condition);
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Assert(file);
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Assert(condition);
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CLprintf(file, "( ");
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//
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@ -92,7 +92,7 @@ global void UnSelectAll(void)
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*/
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local void HandleSuicideClick(Unit* unit)
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{
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DebugCheck(!unit->Type->ClicksToExplode);
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Assert(unit->Type->ClicksToExplode);
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if (GameObserve) {
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return;
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}
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@ -122,7 +122,7 @@ global void ChangeSelectedUnits(Unit** units,int count)
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int i;
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int n;
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DebugCheck(count > MaxSelectable);
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Assert(count <= MaxSelectable);
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if (count == 1 && units[0]->Type->ClicksToExplode &&
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!units[0]->Type->Decoration) {
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@ -173,7 +173,7 @@ global void ChangeTeamSelectedUnits(Player* player, Unit** units, int adjust, in
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units[i]->TeamSelected |= 1 << player->Player;
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}
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}
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DebugCheck(TeamNumSelected[player->Player] > MaxSelectable);
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Assert(TeamNumSelected[player->Player] <= MaxSelectable);
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break;
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case 1:
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for (n = 0; n < TeamNumSelected[player->Player]; ++n) {
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@ -184,10 +184,10 @@ global void ChangeTeamSelectedUnits(Player* player, Unit** units, int adjust, in
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}
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}
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}
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DebugCheck(TeamNumSelected[player->Player] < 0);
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Assert(TeamNumSelected[player->Player] >= 0);
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break;
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default:
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DebugCheck(1);
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Assert(0);
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}
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}
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@ -257,7 +257,7 @@ global void UnSelectUnit(Unit* unit)
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for (j = 0; TeamSelected[i][j] != unit; ++i) {
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;
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}
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DebugCheck(j >= TeamNumSelected[i]);
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Assert(j < TeamNumSelected[i]);
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if (j < --TeamNumSelected[i]) {
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@ -274,7 +274,7 @@ global void UnSelectUnit(Unit* unit)
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for (i = 0; Selected[i] != unit; ++i) {
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;
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}
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DebugCheck(i >= NumSelected);
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Assert(i < NumSelected);
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if (i < --NumSelected) {
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Selected[i] = Selected[NumSelected];
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@ -331,7 +331,7 @@ global int SelectUnitsByType(Unit* base)
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int i;
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const Viewport* vp;
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DebugCheck(!TheUI.MouseViewport);
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Assert(TheUI.MouseViewport);
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DebugLevel3Fn(" %s\n" _C_ base->Type->Ident);
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type = base->Type;
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@ -495,7 +495,7 @@ global int SelectGroup(int group_number)
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{
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int nunits;
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DebugCheck(group_number > NUM_GROUPS);
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Assert(group_number <= NUM_GROUPS);
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if (!(nunits = GetNumberUnitsOfGroup(group_number))) {
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return 0;
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@ -1099,7 +1099,7 @@ global void CleanSelections(void)
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GroupId = 0;
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NumSelected = 0;
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DebugCheck(NoUnitP); // Code fails if none zero
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Assert(!NoUnitP); // Code fails if none zero
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free(Selected);
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Selected = NULL;
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@ -110,8 +110,8 @@ global int CastDemolish(Unit* caster, const SpellType* spell __attribute__((unus
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int n;
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Unit* table[UnitMax];
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DebugCheck(!caster);
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DebugCheck(!action);
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Assert(!caster);
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Assert(!action);
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//
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// Allow error margins. (Lame, I know)
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//
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@ -187,10 +187,10 @@ global int CastSpawnPortal(Unit* caster, const SpellType* spell __attribute__((u
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Unit* portal;
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UnitType* ptype;
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DebugCheck(!caster);
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DebugCheck(!spell);
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DebugCheck(!action);
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DebugCheck(!action->Data.SpawnPortal.PortalType);
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Assert(!caster);
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Assert(!spell);
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Assert(!action);
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Assert(!action->Data.SpawnPortal.PortalType);
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ptype = action->Data.SpawnPortal.PortalType;
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@ -232,9 +232,9 @@ global int CastAreaAdjustVitals(Unit* caster, const SpellType* spell,
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int hp;
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int mana;
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DebugCheck(!caster);
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DebugCheck(!spell);
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DebugCheck(!action);
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Assert(!caster);
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Assert(!spell);
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Assert(!action);
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// Get all the units around the unit
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nunits = UnitCacheSelect(x - spell->Range,
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y - spell->Range,
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@ -297,9 +297,9 @@ global int CastAreaBombardment(Unit* caster, const SpellType* spell,
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int i;
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MissileType *missile;
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DebugCheck(!caster);
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DebugCheck(!spell);
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DebugCheck(!action);
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Assert(!caster);
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Assert(!spell);
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Assert(!action);
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//assert(x in range, y in range);
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mis = NULL;
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@ -310,7 +310,7 @@ global int CastAreaBombardment(Unit* caster, const SpellType* spell,
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offsetx = action->Data.AreaBombardment.StartOffsetX;
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offsety = action->Data.AreaBombardment.StartOffsetY;
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missile = action->Data.AreaBombardment.Missile;
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DebugCheck(!missile);
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Assert(!missile);
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while (fields--) {
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// FIXME: radius configurable...
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do {
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@ -398,10 +398,10 @@ global int CastSpawnMissile(Unit* caster, const SpellType* spell,
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int dx;
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int dy;
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DebugCheck(!caster);
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DebugCheck(!spell);
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DebugCheck(!action);
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DebugCheck(!action->Data.SpawnMissile.Missile);
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Assert(!caster);
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Assert(!spell);
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Assert(!action);
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Assert(!action->Data.SpawnMissile.Missile);
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EvaluateMissileLocation(&action->Data.SpawnMissile.StartPoint,
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caster, target, x, y, &sx, &sy);
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@ -437,10 +437,10 @@ global int CastSpawnMissile(Unit* caster, const SpellType* spell,
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global int CastAdjustBuffs(Unit* caster, const SpellType* spell,
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const SpellActionType* action, Unit* target, int x, int y)
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{
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DebugCheck(!caster);
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DebugCheck(!spell);
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DebugCheck(!action);
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DebugCheck(!target);
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Assert(!caster);
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Assert(!spell);
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Assert(!action);
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Assert(!target);
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if (action->Data.AdjustBuffs.HasteTicks != BUFF_NOT_AFFECTED) {
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target->Haste = action->Data.AdjustBuffs.HasteTicks;
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@ -482,10 +482,10 @@ global int CastAdjustVitals(Unit* caster, const SpellType* spell,
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int mana;
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int manacost;
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DebugCheck(!caster);
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DebugCheck(!spell);
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DebugCheck(!action);
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DebugCheck(!target);
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Assert(!caster);
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Assert(!spell);
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Assert(!action);
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Assert(!target);
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hp = action->Data.AdjustVitals.HP;
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mana = action->Data.AdjustVitals.Mana;
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@ -522,7 +522,7 @@ global int CastAdjustVitals(Unit* caster, const SpellType* spell,
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castcount = min(castcount, action->Data.AdjustVitals.MaxMultiCast);
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}
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DebugCheck(castcount < 0);
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Assert(castcount < 0);
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DebugLevel3Fn("Used to have %d hp and %d mana.\n" _C_
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target->HP _C_ target->Mana);
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@ -567,13 +567,13 @@ global int CastPolymorph(Unit* caster, const SpellType* spell,
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int j;
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UnitType* type;
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DebugCheck(!caster);
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DebugCheck(!spell);
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DebugCheck(!action);
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DebugCheck(!target);
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Assert(!caster);
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Assert(!spell);
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Assert(!action);
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Assert(!target);
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type = action->Data.Polymorph.NewForm;
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DebugCheck(!type);
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Assert(!type);
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x = x - type->TileWidth / 2;
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y = y - type->TileHeight / 2;
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@ -638,10 +638,10 @@ global int CastSummon(Unit* caster, const SpellType* spell,
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Unit* unit;
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UnitType* unittype;
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DebugCheck(!caster);
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DebugCheck(!spell);
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DebugCheck(!action);
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DebugCheck(!action->Data.Summon.UnitType);
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Assert(!caster);
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Assert(!spell);
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Assert(!action);
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Assert(!action->Data.Summon.UnitType);
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unittype = action->Data.Summon.UnitType;
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ttl = action->Data.Summon.TTL;
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@ -721,9 +721,9 @@ local Target* NewTarget(TargetType t, const Unit* unit, int x, int y)
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target = (Target*)malloc(sizeof(*target));
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DebugCheck(unit == NULL && t == TargetUnit);
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DebugCheck(!(0 <= x && x < TheMap.Width) && t == TargetPosition);
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DebugCheck(!(0 <= y && y < TheMap.Height) && t == TargetPosition);
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Assert(unit == NULL && t == TargetUnit);
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Assert(!(0 <= x && x < TheMap.Width) && t == TargetPosition);
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Assert(!(0 <= y && y < TheMap.Height) && t == TargetPosition);
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target->which_sort_of_target = t;
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target->unit = (Unit*)unit;
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@ -741,7 +741,7 @@ local Target* NewTarget(TargetType t, const Unit* unit, int x, int y)
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*/
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local Target* NewTargetUnit(const Unit* unit)
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{
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DebugCheck(!unit);
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Assert(!unit);
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return NewTarget(TargetUnit, unit, 0, 0);
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}
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@ -755,8 +755,8 @@ local Target* NewTargetUnit(const Unit* unit)
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*/
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local Target* NewTargetPosition(int x, int y)
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{
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DebugCheck(!(0 <= x && x < TheMap.Width));
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DebugCheck(!(0 <= y && y < TheMap.Height));
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Assert(!(0 <= x && x < TheMap.Width));
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Assert(!(0 <= y && y < TheMap.Height));
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return NewTarget(TargetPosition, NULL, x, y);
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}
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@ -884,8 +884,8 @@ local Target* SelectTargetUnitsOfAutoCast(const Unit* caster, const SpellType* s
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int combat;
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AutoCastInfo* autocast;
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DebugCheck(!spell);
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DebugCheck(!caster);
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Assert(!spell);
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Assert(!caster);
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// Ai cast should be a lot better. Use autocast if not found.
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if (caster->Player->AiEnabled && spell->AICast) {
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@ -895,7 +895,7 @@ local Target* SelectTargetUnitsOfAutoCast(const Unit* caster, const SpellType* s
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DebugLevel3Fn("You puny mortal, join the colective!\n");
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autocast = spell->AutoCast;
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}
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DebugCheck(!autocast);
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Assert(!autocast);
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x = caster->X;
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y = caster->Y;
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range = spell->AutoCast->Range;
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@ -976,7 +976,7 @@ local Target* SelectTargetUnitsOfAutoCast(const Unit* caster, const SpellType* s
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default:
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// Something is wrong
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DebugLevel0Fn("Spell is screwed up, unknown target type\n");
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DebugCheck(1);
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Assert(1);
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return NULL;
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break;
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}
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@ -1009,7 +1009,7 @@ global SpellType* SpellTypeByIdent(const char* ident)
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{
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int i;
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DebugCheck(!ident);
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Assert(!ident);
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for (i = 0; i < SpellTypeCount; ++i) {
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if (strcmp(SpellTypeTable[i]->Ident, ident) == 0) {
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return SpellTypeTable[i];
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@ -1033,8 +1033,8 @@ global int SpellIsAvailable(const Player* player, int spellid)
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{
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int dependencyId;
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DebugCheck(!player);
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DebugCheck(!(0 <= spellid && spellid < SpellTypeCount));
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Assert(!player);
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Assert(!(0 <= spellid && spellid < SpellTypeCount));
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dependencyId = SpellTypeTable[spellid]->DependencyId;
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@ -1051,7 +1051,7 @@ global int SpellIsAvailable(const Player* player, int spellid)
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*/
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global int CanAutoCastSpell(const SpellType* spell)
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{
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DebugCheck(!spell);
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Assert(!spell);
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return spell->AutoCast ? 1 : 0;
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}
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@ -1071,10 +1071,10 @@ global int CanAutoCastSpell(const SpellType* spell)
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global int CanCastSpell(const Unit* caster, const SpellType* spell,
|
||||
const Unit* target, int x, int y)
|
||||
{
|
||||
DebugCheck(!caster);
|
||||
DebugCheck(!spell);
|
||||
DebugCheck(!SpellIsAvailable(caster->Player, spell->Slot));
|
||||
DebugCheck(!(caster->Type->CanCastSpell && caster->Type->CanCastSpell[spell->Slot]));
|
||||
Assert(!caster);
|
||||
Assert(!spell);
|
||||
Assert(!SpellIsAvailable(caster->Player, spell->Slot));
|
||||
Assert(!(caster->Type->CanCastSpell && caster->Type->CanCastSpell[spell->Slot]));
|
||||
|
||||
if (spell->Target == TargetUnit && target == NULL) {
|
||||
return 0;
|
||||
|
@ -1094,11 +1094,11 @@ global int AutoCastSpell(Unit* caster, const SpellType* spell)
|
|||
{
|
||||
Target* target;
|
||||
|
||||
DebugCheck(!caster);
|
||||
DebugCheck(!spell);
|
||||
DebugCheck(!(0 <= spell->Slot && spell->Slot < SpellTypeCount));
|
||||
DebugCheck(!(caster->Type->CanCastSpell));
|
||||
DebugCheck(!(caster->Type->CanCastSpell[spell->Slot]));
|
||||
Assert(!caster);
|
||||
Assert(!spell);
|
||||
Assert(!(0 <= spell->Slot && spell->Slot < SpellTypeCount));
|
||||
Assert(!(caster->Type->CanCastSpell));
|
||||
Assert(!(caster->Type->CanCastSpell[spell->Slot]));
|
||||
|
||||
// Check for mana, trivial optimization.
|
||||
if (!SpellIsAvailable(caster->Player, spell->Slot)
|
||||
|
@ -1135,11 +1135,11 @@ global int SpellCast(Unit* caster, const SpellType* spell, Unit* target,
|
|||
int cont;
|
||||
SpellActionType* act;
|
||||
|
||||
DebugCheck(!spell);
|
||||
DebugCheck(!spell->Action);
|
||||
DebugCheck(!spell->Action->CastFunction);
|
||||
DebugCheck(!caster);
|
||||
DebugCheck(!SpellIsAvailable(caster->Player, spell->Slot));
|
||||
Assert(!spell);
|
||||
Assert(!spell->Action);
|
||||
Assert(!spell->Action->CastFunction);
|
||||
Assert(!caster);
|
||||
Assert(!SpellIsAvailable(caster->Player, spell->Slot));
|
||||
|
||||
caster->Invisible = 0;// unit is invisible until attacks // FIXME: Must be configurable
|
||||
if (target) {
|
||||
|
@ -1169,7 +1169,7 @@ global int SpellCast(Unit* caster, const SpellType* spell, Unit* target,
|
|||
}
|
||||
PlayGameSound(spell->SoundWhenCast.Sound, MaxSampleVolume);
|
||||
while (act) {
|
||||
DebugCheck(!act->CastFunction);
|
||||
Assert(!act->CastFunction);
|
||||
cont = cont & act->CastFunction(caster, spell, act, target, x, y);
|
||||
act = act->Next;
|
||||
}
|
||||
|
|
|
@ -961,7 +961,7 @@ global int main(int argc, char** argv)
|
|||
kCFURLPOSIXPathStyle);
|
||||
const char* pathPtr = CFStringGetCStringPtr(macPath,
|
||||
CFStringGetSystemEncoding());
|
||||
assert(pathPtr);
|
||||
Assert(pathPtr);
|
||||
StratagusLibPath = malloc(strlen(pathPtr) + 1);
|
||||
strcpy(StratagusLibPath, pathPtr);
|
||||
#endif
|
||||
|
|
Loading…
Add table
Reference in a new issue