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For usages of assert() that are meant to persist in Release builds (when NDEBUG is defined), replace those usages with persistent alternatives

This commit is contained in:
Craig Robbins 2015-03-06 20:21:51 +10:00
parent a603a76787
commit ced6d20295
62 changed files with 299 additions and 294 deletions

View file

@ -173,7 +173,7 @@ bool wouldCollideWithCeiling(
{
//TimeTaker tt("wouldCollideWithCeiling");
assert(y_increase >= 0);
assert(y_increase >= 0); // pre-condition
for(std::vector<aabb3f>::const_iterator
i = staticboxes.begin();
@ -348,11 +348,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
}
} //tt3
assert(cboxes.size() == is_unloaded.size());
assert(cboxes.size() == is_step_up.size());
assert(cboxes.size() == bouncy_values.size());
assert(cboxes.size() == node_positions.size());
assert(cboxes.size() == is_object.size());
assert(cboxes.size() == is_unloaded.size()); // post-condition
assert(cboxes.size() == is_step_up.size()); // post-condition
assert(cboxes.size() == bouncy_values.size()); // post-condition
assert(cboxes.size() == node_positions.size()); // post-condition
assert(cboxes.size() == is_object.size()); // post-condition
/*
Collision detection
@ -367,7 +367,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
//f32 d = 0.15*BS;
// This should always apply, otherwise there are glitches
assert(d > pos_max_d);
assert(d > pos_max_d); // invariant
int loopcount = 0;