quakeforge/libs
Bill Currie e167300a84 Fix a segfault in the sw32 renderer on entering e1m7
While this particular tigger of the real bug was caused by 659d95221e
(hopefully fix both the "get stuck waiting for 3d" bug and the null
worldmode bug.), the real bug was lurking in the code since the dawn of
time (from sw32's perspective). This fix is as per LordHavoc's suggestion
(heh, despite the years, he knows his code), but I spent the time hunting
down the trigger to understand just what was going on.

It turns out that (0,0,0) is too close to a wall (probably on, but the
slight default offset is too close) and the above commit changed the first
rendered frame to be before the player origin was set rather than after.
This fix feels correct to me because noclipping around with the sw32
renderer would probably hit the same bug with a bit of bad luck. Thus
ensure the index resulting from zi never exceeds 65535.
2012-04-24 22:02:20 +09:00
..
audio Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
console Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
gamecode Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
gib Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
image Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
models Correct a spelling error. 2012-04-24 14:12:54 +09:00
net Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
qw Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
ruamoko Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
util Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
video Fix a segfault in the sw32 renderer on entering e1m7 2012-04-24 22:02:20 +09:00
Makefile.am Update to reflect the new dependency status. 2012-02-13 16:25:22 +09:00