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