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[gamecode] Fix handling of undefined builtins
The setup of the function descriptor for undefined builtins was incomplete and led to the progs running code at address 0. It didn't end well.
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2 changed files with 3 additions and 4 deletions
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@ -1898,7 +1898,7 @@ struct progs_s {
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struct hashtab_s *builtin_hash;
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struct hashtab_s *builtin_num_hash;
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struct biblock_s *builtin_blocks;
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pr_int_t bi_no_function;
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builtin_t *bi_no_function;
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unsigned bi_next;
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unsigned (*bi_map) (progs_t *pr, unsigned binum);
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///@}
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@ -121,7 +121,7 @@ PR_RegisterBuiltins (progs_t *pr, builtin_t *builtins, void *data)
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bi->name = "invalid function";
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bi->proc = bi_no_function;
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bi->binum = builtin_next (pr);
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pr->bi_no_function = bi->binum;
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pr->bi_no_function = bi;
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DARRAY_APPEND (pr->builtin_blocks, bi);
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Hash_AddElement (pr->builtin_num_hash, bi);
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}
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@ -212,9 +212,8 @@ PR_RelocateBuiltins (progs_t *pr)
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if (!bi) {
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Sys_Printf ("PR_RelocateBuiltins: %s: undefined builtin %s\n",
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pr->progs_name, bi_name);
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desc->first_statement = -pr->bi_no_function;
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bi = pr->bi_no_function;
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bad = 1;
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continue;
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}
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desc->first_statement = -bi->binum;
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}
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