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fix some issues found via valgrind.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4773 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 6 additions and 16 deletions
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@ -3708,28 +3708,21 @@ void CL_LinkProjectiles (void)
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for (i=0, pr=cl_projectiles ; i<cl_num_projectiles ; i++, pr++)
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{
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if (pr->modelindex < 1)
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continue;
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// grab an entity to fill in
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if (cl_numvisedicts == cl_maxvisedicts)
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break; // object list is full
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ent = &cl_visedicts[cl_numvisedicts];
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cl_numvisedicts++;
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ent->light_known = 0;
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ent->keynum = 0;
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memset(ent, 0, sizeof(*ent));
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if (pr->modelindex < 1)
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continue;
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ent->forcedshader = NULL;
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ent->model = cl.model_precache[pr->modelindex];
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ent->skinnum = 0;
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memset(&ent->framestate, 0, sizeof(ent->framestate));
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ent->flags = 0;
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ent->playerindex = -1;
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ent->topcolour = TOP_DEFAULT;
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ent->bottomcolour = BOTTOM_DEFAULT;
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#ifdef HEXEN2
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ent->h2playerclass = 0;
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#endif
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#ifdef PEXT_SCALE
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ent->scale = 1;
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#endif
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@ -4436,12 +4429,9 @@ void CL_LinkPlayers (void)
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break; // object list is full
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ent = &cl_visedicts[cl_numvisedicts];
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cl_numvisedicts++;
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ent->light_known = 0;
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memset(ent, 0, sizeof(*ent));
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ent->keynum = j+1;
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ent->flags = 0;
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ent->model = model;
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ent->forcedshader = NULL;
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ent->customskin = 0;
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ent->skinnum = state->skinnum;
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