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authorGravatar archshift2015-01-20 17:16:47 -0800
committerGravatar archshift2015-02-10 18:30:31 -0800
commitef24e72b2618806f64345544fa46c84f3f494890 (patch)
treefca138e8377c4d66bd1fe026a3d2fef54a7f090c /src/core/hle/hle.cpp
parentGSP: Fixed typo in SignalInterrupt (diff)
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Asserts: break/crash program, fit to style guide; log.h->assert.h
Involves making asserts use printf instead of the log functions (log functions are asynchronous and, as such, the log won't be printed in time) As such, the log type argument was removed (printf obviously can't use it, and it's made obsolete by the file and line printing) Also removed some GEKKO cruft.
Diffstat (limited to 'src/core/hle/hle.cpp')
-rw-r--r--src/core/hle/hle.cpp2
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) {
45} 45}
46 46
47void Reschedule(const char *reason) { 47void Reschedule(const char *reason) {
48 _dbg_assert_msg_(Kernel, reason != 0 && strlen(reason) < 256, "Reschedule: Invalid or too long reason."); 48 DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256, "Reschedule: Invalid or too long reason.");
49 49
50 // TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE 50 // TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE
51 // routines. This simulates that time by artificially advancing the number of CPU "ticks". 51 // routines. This simulates that time by artificially advancing the number of CPU "ticks".