When the engine is compiled with Clang it appears that the return value
is being written to the WRONG address, either due to the vm_ variables being
changed (unexpectedly) elsewhere, or as a result of bad assembly assumptions;
having a stack variable pointing to where to write the return value seems
to do the trick.
This fixes the case where, for a trap_Register()-like call, weird numbers
are being returned when, during the process, an error message is printed
(which in Tremulous results in a QVM call and (nested) system call).
The renderer color is set to health color when drawing crosshair. After
drawing the crosshair, the renderer color was not cleared and could affect
other things. With cg_draw3dicons 0 and cg_drawCrosshairNames 0 it affected
the attacker icon.
Hopefully fixes the following warning
cg_draw.c:2315 assuming signed overflow does not occur when assuming that (X + c) < X is always false [-Wstrict-overflow]
Revert last commit so that grapple sky check is compatible with BSPC
BotImport_Trace in (removed from repo) code/bspc/be_aas_bspq3.c.
Set bsp_trace_t::surface.flags instead of surface.value to trace_t::surfaceFlags.
surface.flags is only used for the sky check for grapple AAS reachability.
surface.value is not used at all.
bsp_trace_t is not part of the game VM API, so this does not affect VM compatibility.
BotAI_Trace in game was changed to match server. surface.value/flags are not used in game.
Only send mouse events if both values are non-zero.
Hopefully this helps with the event overflow spam that can sometimes
happen on loads or laggy situations.
q3_ui would shown bot at index of number of bots in list.
game would send empty name to addbot command and command would think skill
(i.e., 2.000000) was the bot name.
"orders" menu script is not used by Team Arena.
The same C format string was given an int or string argument depending on if
ordering a single person or everyone. Make it always use int.
Sys_SetFloatEnv in sys_unix.c existed but was not called. It sets the
rounding mode to "to nearest" which is the default on Linux. Might be
required on other platforms, I don't know.
Using unix mode 0666 for creat was causing crashes when compiled with MSVC.
So use the marcos recommended by MSDN. MinGW also has the marcos, so apply
to Windows builds in general.
Similar to one of the changes by Tim Angus in fd986da: mbstowcs' third
argument is the number of wchar_t available in dest, not the number
of bytes.
This does not appear to be exploitable, because ioquake3 does
not actually call mumble_set_identity() or mumble_set_description()
anywhere, but it might be relevant to derivatives.
Spotted via compiler warnings.
Fixed LCC to correctly diagnose expressions with NPC. It no longer reports messages such as
warning: conversion from `pointer to void' to `pointer to void function(void)' is compiler dependent
[17:58] <Jacker> hey, you might be interested in checking out this
4da5a397b5 (diff-acaedc9d8b492f9af8966ae68597392cR615)
[17:58] <Jacker> its related to the ddos protection code you wrote
[17:59] <Jacker> in continuation to:
ab9b08e584
[17:59] <Jacker> in a case if the client has in the past connected to
the server days/weeks earlier and time wraps the client wont be able to
connect
[18:00] <Jacker> since in that case if the bucket of that clients ip
still exists it wont get checked correctly
Game sets CS_INTERMISSION to 1 at intermission, but does not clear it at
map_restart so it's only sent the first time. CG_MapRestart manually clears
cg.intermissionStarted (which is set to value of CS_INTERMISSION when it's
modified). So subsequent intermissions do not have cg.intermissionStarted
enabled.
Now CS_INTERMISSION is cleared and sent each time intermission is started
and cg.intermissionStarted is enabled each time.
This makes subsequent intermissions not play sounds in CG_CheckLocalSounds
during the 1 second between intermission starting and switching to scoreboard
(PM_INTERMISSION) and makes Team Arena voice chats not play.