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authorarchshift <admin@archshift.com>2015-01-21 02:16:47 +0100
committerarchshift <admin@archshift.com>2015-02-11 03:30:31 +0100
commitef24e72b2618806f64345544fa46c84f3f494890 (patch)
treefca138e8377c4d66bd1fe026a3d2fef54a7f090c /src/core/hle/hle.cpp
parentGSP: Fixed typo in SignalInterrupt (diff)
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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) {
}
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".