Use exception, not Error, for invalid weapon render_type
This commit is contained in:
parent
fa0d57961d
commit
6f8ae448c7
|
@ -263,6 +263,14 @@ static void do_muzzle_stuff(segnum_t segnum, const vms_vector &pos)
|
|||
m.create_time = timer_query();
|
||||
}
|
||||
|
||||
__attribute_noreturn
|
||||
static void report_invalid_weapon_render_type(const int weapon_type, const unsigned render_type)
|
||||
{
|
||||
char buf[96];
|
||||
snprintf(buf, sizeof(buf), "invalid weapon render type %u on weapon %i", render_type, weapon_type);
|
||||
throw std::runtime_error(buf);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
namespace dsx {
|
||||
|
@ -295,7 +303,7 @@ static imobjptridx_t create_weapon_object(int weapon_type,const vmsegptridx_t se
|
|||
laser_radius = Weapon_info[weapon_type].blob_size;
|
||||
break;
|
||||
default:
|
||||
Error( "Invalid weapon render type in Laser_create_new\n" );
|
||||
report_invalid_weapon_render_type(weapon_type, Weapon_info[weapon_type].render_type);
|
||||
}
|
||||
|
||||
Assert(laser_radius != -1);
|
||||
|
|
Loading…
Reference in a new issue