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https://git.code.sf.net/p/quake/newtree
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strncat parameter audit. Unfortunatly, strncat is counter-intutite: the n in
strncat is not the maximum length of the destination string, but of the SOURCE string, thus strncat (dest, src, sizeof (dest)) is incorrect. It should be strncat (dest, src, sizeof (text) - strlen (dest)). Even then, no terminating nul will be written if src is too long, but at least it won't crash the stack:)
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19 changed files with 54 additions and 53 deletions
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@ -202,12 +202,12 @@ qboolean R_CullBox (vec3_t mins, vec3_t maxs)
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void R_RotateForEntity (entity_t *e)
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{
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glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
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glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
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glRotatef (e->angles[1], 0, 0, 1);
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glRotatef (-e->angles[0], 0, 1, 0);
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glRotatef (e->angles[1], 0, 0, 1);
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glRotatef (-e->angles[0], 0, 1, 0);
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//ZOID: fixed z angle
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glRotatef (e->angles[2], 1, 0, 0);
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glRotatef (e->angles[2], 1, 0, 0);
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}
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/*
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@ -301,7 +301,7 @@ static void R_DrawSpriteModel (entity_t *e)
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right = vright;
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}
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glBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
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glBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
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glEnable (GL_ALPHA_TEST);
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glBegin (GL_QUADS);
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@ -626,7 +626,7 @@ static void R_DrawAliasModel (entity_t *e)
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}
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anim = (int)(cl.time*10) & 3;
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glBindTexture (GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
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glBindTexture (GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
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// we can't dynamically colormap textures, so they are cached
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// seperately for the players. Heads are just uncolored.
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@ -639,7 +639,7 @@ static void R_DrawAliasModel (entity_t *e)
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R_TranslatePlayerSkin(i);
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}
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if (i >= 0 && i<MAX_CLIENTS)
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glBindTexture (GL_TEXTURE_2D, playertextures + i);
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glBindTexture (GL_TEXTURE_2D, playertextures + i);
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}
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if (gl_affinemodels->int_val)
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@ -832,7 +832,7 @@ static void R_SetupFrame (void)
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static void MYgluPerspective( GLdouble fovy, GLdouble aspect,
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GLdouble zNear, GLdouble zFar )
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GLdouble zNear, GLdouble zFar )
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{
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GLdouble xmin, xmax, ymin, ymax;
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@ -861,7 +861,7 @@ static void R_SetupGL (void)
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// set up viewpoint
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//
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity ();
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glLoadIdentity ();
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x = r_refdef.vrect.x * glwidth/vid.width;
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x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
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y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
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@ -887,22 +887,22 @@ static void R_SetupGL (void)
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}
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glViewport (glx + x, gly + y2, w, h);
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screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
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screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
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// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
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// yfov = (2.0 * tan (scr_fov->value/360*M_PI)) / screenaspect;
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// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov->value*2)/M_PI;
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// MYgluPerspective (yfov, screenaspect, 4, 4096);
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MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
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// MYgluPerspective (yfov, screenaspect, 4, 4096);
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MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity ();
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glLoadIdentity ();
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glRotatef (-90, 1, 0, 0); // put Z going up
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glRotatef (90, 0, 0, 1); // put Z going up
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glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
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glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
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glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
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glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
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glRotatef (-90, 1, 0, 0); // put Z going up
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glRotatef (90, 0, 0, 1); // put Z going up
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glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
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glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
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glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
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glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
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glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
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