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All patches by Zack Middleton:
- Bug 5057 - Two weapon number range checks allows invalid number - Bug 5058 - Railgun explosion cannot be colorized - Bug 5059 - Client's railgun does not glow in third person and mirror - Bug 5060 - Warning in RAVENMD4 R_GetAnimTag cross compiling with amd64-mingw32
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2f502aceb2
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3 changed files with 8 additions and 4 deletions
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@ -410,7 +410,7 @@ static void CG_Missile( centity_t *cent ) {
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// int col;
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// int col;
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s1 = ¢->currentState;
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s1 = ¢->currentState;
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if ( s1->weapon > WP_NUM_WEAPONS ) {
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if ( s1->weapon >= WP_NUM_WEAPONS ) {
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s1->weapon = 0;
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s1->weapon = 0;
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}
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}
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weapon = &cg_weapons[s1->weapon];
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weapon = &cg_weapons[s1->weapon];
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@ -519,7 +519,7 @@ static void CG_Grapple( centity_t *cent ) {
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const weaponInfo_t *weapon;
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const weaponInfo_t *weapon;
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s1 = ¢->currentState;
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s1 = ¢->currentState;
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if ( s1->weapon > WP_NUM_WEAPONS ) {
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if ( s1->weapon >= WP_NUM_WEAPONS ) {
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s1->weapon = 0;
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s1->weapon = 0;
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}
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}
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weapon = &cg_weapons[s1->weapon];
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weapon = &cg_weapons[s1->weapon];
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@ -1253,7 +1253,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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gun.renderfx = parent->renderfx;
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gun.renderfx = parent->renderfx;
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// set custom shading for railgun refire rate
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// set custom shading for railgun refire rate
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if ( ps ) {
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if ( ps || cent->currentState.clientNum == cg.predictedPlayerState.clientNum ) {
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if ( cg.predictedPlayerState.weapon == WP_RAILGUN
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if ( cg.predictedPlayerState.weapon == WP_RAILGUN
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&& cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) {
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&& cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) {
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float f;
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float f;
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@ -1963,6 +1963,10 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
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if ( weapon == WP_RAILGUN ) {
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if ( weapon == WP_RAILGUN ) {
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// colorize with client color
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// colorize with client color
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VectorCopy( cgs.clientinfo[clientNum].color1, le->color );
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VectorCopy( cgs.clientinfo[clientNum].color1, le->color );
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le->refEntity.shaderRGBA[0] = le->color[0] * 0xff;
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le->refEntity.shaderRGBA[1] = le->color[1] * 0xff;
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le->refEntity.shaderRGBA[2] = le->color[2] * 0xff;
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le->refEntity.shaderRGBA[3] = 0xff;
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}
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}
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}
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}
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@ -1160,7 +1160,7 @@ void R_GetAnimTag( mdrHeader_t *mod, int framenum, const char *tagName, md3Tag_t
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// uncompressed model...
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// uncompressed model...
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//
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//
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frameSize = (long)( &((mdrFrame_t *)0)->bones[ mod->numBones ] );
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frameSize = (intptr_t)( &((mdrFrame_t *)0)->bones[ mod->numBones ] );
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frame = (mdrFrame_t *)((byte *)mod + mod->ofsFrames + framenum * frameSize );
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frame = (mdrFrame_t *)((byte *)mod + mod->ofsFrames + framenum * frameSize );
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for (j = 0; j < 3; j++)
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for (j = 0; j < 3; j++)
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