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[scene] Correct some mangled types
It was harmless because memory was being over allocated, but it did cause a little confusion.
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1 changed files with 3 additions and 3 deletions
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@ -140,16 +140,16 @@ R_SplitEntityOnNode (mod_brush_t *brush, entity_t ent, uint32_t queue,
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int sides;
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efrag_t **lastlink;
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int *node_stack;
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int *node_ptr;
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int32_t *node_ptr;
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node_stack = alloca ((brush->depth + 2) * sizeof (mnode_t *));
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node_stack = alloca ((brush->depth + 2) * sizeof (int32_t *));
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node_ptr = node_stack;
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lastlink = &visibility->efrag;
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*node_ptr++ = brush->numnodes;
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int node_id = 0;
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int32_t node_id = 0;
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while (node_id != (int) brush->numnodes) {
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// add an efrag if the node is a leaf
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if (__builtin_expect (node_id < 0, 0)) {
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