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rename assert2 debug_assert; use instead of all plain assert(), since there are no longer any issues (e.g. can't use while handling an exception)
This was SVN commit r2447.
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@@ -111,7 +111,7 @@ static CVector3D SkinPoint(const CVector3D& pos,const SVertexBlend& blend,
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CVector3D result,tmp;
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// must have at least one valid bone if we're using SkinPoint
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assert(blend.m_Bone[0]!=0xff);
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debug_assert(blend.m_Bone[0]!=0xff);
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const CMatrix3D& m=bonestates[blend.m_Bone[0]];
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m.Transform(pos,result);
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@@ -137,7 +137,7 @@ void CModel::CalcBounds()
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{
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if (m_Anim->m_ObjectBounds.IsEmpty())
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CalcAnimatedObjectBound(m_Anim->m_AnimDef, m_Anim->m_ObjectBounds);
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assert(! m_Anim->m_ObjectBounds.IsEmpty()); // (if this happens, it'll be recalculating the bounds every time)
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debug_assert(! m_Anim->m_ObjectBounds.IsEmpty()); // (if this happens, it'll be recalculating the bounds every time)
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m_ObjectBounds = m_Anim->m_ObjectBounds;
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}
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@@ -272,7 +272,7 @@ void CModel::GenerateBoneMatrices()
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PROFILE( "generating bone matrices" );
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assert(m_pModelDef->GetNumBones() == m_Anim->m_AnimDef->GetNumKeys());
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debug_assert(m_pModelDef->GetNumBones() == m_Anim->m_AnimDef->GetNumKeys());
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m_Anim->m_AnimDef->BuildBoneMatrices(m_AnimTime,m_BoneMatrices);
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