Fix MDR surface indexes overflow check

Also, use the check overflow macro like everywhere else.
This commit is contained in:
Zack Middleton 2015-03-25 15:28:54 -05:00
parent 1a7628126a
commit c755d75a5e
2 changed files with 2 additions and 2 deletions

View File

@ -346,7 +346,7 @@ void RB_MDRSurfaceAnim( mdrSurface_t *surface )
oldFrame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
backEnd.currentEntity->e.oldframe * frameSize );
RB_CheckOverflow( surface->numVerts, surface->numTriangles );
RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles * 3 );
triangles = (int *) ((byte *)surface + surface->ofsTriangles);
indexes = surface->numTriangles * 3;

View File

@ -350,7 +350,7 @@ void RB_MDRSurfaceAnim( mdrSurface_t *surface )
oldFrame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
backEnd.currentEntity->e.oldframe * frameSize );
RB_CheckOverflow( surface->numVerts, surface->numTriangles );
RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles * 3 );
triangles = (int *) ((byte *)surface + surface->ofsTriangles);
indexes = surface->numTriangles * 3;