[scene] Correct some mangled types

It was harmless because memory was being over allocated, but it did
cause a little confusion.
This commit is contained in:
Bill Currie 2023-06-23 17:58:44 +09:00
parent 0ec2aa2bf7
commit 6baab91863

View file

@ -140,16 +140,16 @@ R_SplitEntityOnNode (mod_brush_t *brush, entity_t ent, uint32_t queue,
int sides;
efrag_t **lastlink;
int *node_stack;
int *node_ptr;
int32_t *node_ptr;
node_stack = alloca ((brush->depth + 2) * sizeof (mnode_t *));
node_stack = alloca ((brush->depth + 2) * sizeof (int32_t *));
node_ptr = node_stack;
lastlink = &visibility->efrag;
*node_ptr++ = brush->numnodes;
int node_id = 0;
int32_t node_id = 0;
while (node_id != (int) brush->numnodes) {
// add an efrag if the node is a leaf
if (__builtin_expect (node_id < 0, 0)) {