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Fix several bugs from iodoom3 bugtracker
rhyskidd@gmail.com found them (with PVS studio IIRC), reported them and posted patches. Some of the patches were incorrect so I rewrote them.
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d51c05c768
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1 changed files with 5 additions and 4 deletions
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@ -1257,8 +1257,8 @@ bool idGameLocal::InitFromSaveGame( const char *mapName, idRenderWorld *renderWo
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if ( !InhibitEntitySpawn( mapEnt->epairs ) ) {
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if ( !InhibitEntitySpawn( mapEnt->epairs ) ) {
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CacheDictionaryMedia( &mapEnt->epairs );
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CacheDictionaryMedia( &mapEnt->epairs );
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const char *classname = mapEnt->epairs.GetString( "classname" );
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const char *classname;
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if ( classname != '\0' ) {
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if ( mapEnt->epairs.GetString( "classname", "", &classname ) ) {
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FindEntityDef( classname, false );
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FindEntityDef( classname, false );
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}
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}
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}
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}
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@ -1626,8 +1626,9 @@ void idGameLocal::GetShakeSounds( const idDict *dict ) {
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const char *soundShaderName;
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const char *soundShaderName;
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idStr soundName;
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idStr soundName;
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soundShaderName = dict->GetString( "s_shader" );
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if ( dict->GetString( "s_shader", "", &soundShaderName )
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if ( soundShaderName != '\0' && dict->GetFloat( "s_shakes" ) != 0.0f ) {
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&& dict->GetFloat( "s_shakes" ) != 0.0f )
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{
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soundShader = declManager->FindSound( soundShaderName );
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soundShader = declManager->FindSound( soundShaderName );
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for ( int i = 0; i < soundShader->GetNumSounds(); i++ ) {
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for ( int i = 0; i < soundShader->GetNumSounds(); i++ ) {
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