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
This commit is contained in:
Thilo Schulz 2011-06-27 23:53:40 +00:00
parent 2f502aceb2
commit c52bfbd5a8
3 changed files with 8 additions and 4 deletions

View file

@ -410,7 +410,7 @@ static void CG_Missile( centity_t *cent ) {
// int col; // int col;
s1 = &cent->currentState; s1 = &cent->currentState;
if ( s1->weapon > WP_NUM_WEAPONS ) { if ( s1->weapon >= WP_NUM_WEAPONS ) {
s1->weapon = 0; s1->weapon = 0;
} }
weapon = &cg_weapons[s1->weapon]; weapon = &cg_weapons[s1->weapon];
@ -519,7 +519,7 @@ static void CG_Grapple( centity_t *cent ) {
const weaponInfo_t *weapon; const weaponInfo_t *weapon;
s1 = &cent->currentState; s1 = &cent->currentState;
if ( s1->weapon > WP_NUM_WEAPONS ) { if ( s1->weapon >= WP_NUM_WEAPONS ) {
s1->weapon = 0; s1->weapon = 0;
} }
weapon = &cg_weapons[s1->weapon]; weapon = &cg_weapons[s1->weapon];

View file

@ -1253,7 +1253,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
gun.renderfx = parent->renderfx; gun.renderfx = parent->renderfx;
// set custom shading for railgun refire rate // set custom shading for railgun refire rate
if ( ps ) { if ( ps || cent->currentState.clientNum == cg.predictedPlayerState.clientNum ) {
if ( cg.predictedPlayerState.weapon == WP_RAILGUN if ( cg.predictedPlayerState.weapon == WP_RAILGUN
&& cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) { && cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) {
float f; float f;
@ -1963,6 +1963,10 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
if ( weapon == WP_RAILGUN ) { if ( weapon == WP_RAILGUN ) {
// colorize with client color // colorize with client color
VectorCopy( cgs.clientinfo[clientNum].color1, le->color ); VectorCopy( cgs.clientinfo[clientNum].color1, le->color );
le->refEntity.shaderRGBA[0] = le->color[0] * 0xff;
le->refEntity.shaderRGBA[1] = le->color[1] * 0xff;
le->refEntity.shaderRGBA[2] = le->color[2] * 0xff;
le->refEntity.shaderRGBA[3] = 0xff;
} }
} }

View file

@ -1160,7 +1160,7 @@ void R_GetAnimTag( mdrHeader_t *mod, int framenum, const char *tagName, md3Tag_t
// uncompressed model... // uncompressed model...
// //
frameSize = (long)( &((mdrFrame_t *)0)->bones[ mod->numBones ] ); frameSize = (intptr_t)( &((mdrFrame_t *)0)->bones[ mod->numBones ] );
frame = (mdrFrame_t *)((byte *)mod + mod->ofsFrames + framenum * frameSize ); frame = (mdrFrame_t *)((byte *)mod + mod->ofsFrames + framenum * frameSize );
for (j = 0; j < 3; j++) for (j = 0; j < 3; j++)