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Fix crash by assert in last RoE level (and maybe elsewhere)
The assertion in idBounds::operator-(const idBounds&) was triggered from idWeapon::Event_LaunchProjectiles() (ownerBounds - projBounds) It only happened when using the BFG. So I added a check to make sure calling operator- is legal. I guess this also caused #122
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2 changed files with 15 additions and 2 deletions
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@ -3446,7 +3446,14 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
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// make sure the projectile starts inside the bounding box of the owner
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if ( i == 0 ) {
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muzzle_pos = muzzleOrigin + playerViewAxis[ 0 ] * 2.0f;
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if ( ( ownerBounds - projBounds).RayIntersection( muzzle_pos, playerViewAxis[0], distance ) ) {
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// DG: sometimes the assertion in idBounds::operator-(const idBounds&) triggers
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// (would get bounding box with negative volume)
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// => check that before doing ownerBounds - projBounds (equivalent to the check in the assertion)
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idVec3 obDiff = ownerBounds[1] - ownerBounds[0];
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idVec3 pbDiff = projBounds[1] - projBounds[0];
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bool boundsSubLegal = obDiff.x > pbDiff.x && obDiff.y > pbDiff.y && obDiff.z > pbDiff.z;
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if ( boundsSubLegal && ( ownerBounds - projBounds ).RayIntersection( muzzle_pos, playerViewAxis[0], distance ) ) {
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start = muzzle_pos + distance * playerViewAxis[0];
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} else {
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start = ownerBounds.GetCenter();
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@ -2941,7 +2941,13 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
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// make sure the projectile starts inside the bounding box of the owner
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if ( i == 0 ) {
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muzzle_pos = muzzleOrigin + playerViewAxis[ 0 ] * 2.0f;
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if ( ( ownerBounds - projBounds).RayIntersection( muzzle_pos, playerViewAxis[0], distance ) ) {
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// DG: sometimes the assertion in idBounds::operator-(const idBounds&) triggers
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// (would get bounding box with negative volume)
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// => check that before doing ownerBounds - projBounds (equivalent to the check in the assertion)
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idVec3 obDiff = ownerBounds[1] - ownerBounds[0];
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idVec3 pbDiff = projBounds[1] - projBounds[0];
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bool boundsSubLegal = obDiff.x > pbDiff.x && obDiff.y > pbDiff.y && obDiff.z > pbDiff.z;
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if ( boundsSubLegal && ( ownerBounds - projBounds ).RayIntersection( muzzle_pos, playerViewAxis[0], distance ) ) {
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start = muzzle_pos + distance * playerViewAxis[0];
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} else {
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start = ownerBounds.GetCenter();
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