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author | bunnei <bunneidev@gmail.com> | 2015-02-10 23:08:04 -0500 |
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committer | bunnei <bunneidev@gmail.com> | 2015-02-10 23:08:04 -0500 |
commit | 2fb1e4c9a2e45aad6c3e9408a3895369b8a8729f (patch) | |
tree | fca138e8377c4d66bd1fe026a3d2fef54a7f090c /src/core/hle/hle.cpp | |
parent | 168eb27aee7992b8abf9f505b8c246a25fc8dca5 (diff) | |
parent | ef24e72b2618806f64345544fa46c84f3f494890 (diff) |
Merge pull request #500 from archshift/assert
Made asserts actually break the debugger, or crash if the program is not in debug mode.
Diffstat (limited to 'src/core/hle/hle.cpp')
-rw-r--r-- | src/core/hle/hle.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/core/hle/hle.cpp b/src/core/hle/hle.cpp index 5a2edeb4a..97d73781f 100644 --- a/src/core/hle/hle.cpp +++ b/src/core/hle/hle.cpp @@ -45,7 +45,7 @@ void CallSVC(u32 opcode) { } void Reschedule(const char *reason) { - _dbg_assert_msg_(Kernel, reason != 0 && strlen(reason) < 256, "Reschedule: Invalid or too long reason."); + DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256, "Reschedule: Invalid or too long reason."); // TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE // routines. This simulates that time by artificially advancing the number of CPU "ticks". |