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Fix bug with high velocities in vents in 32bit builds, fix #71
See https://github.com/yquake2/yquake2/issues/71 and https://github.com/yquake2/xatrix/issues/4 In ClientThink(), the float value ent->velocity[i]*8 is saved into a short and if the value is too big for a short, in 32bit gcc builds the short is set to SHRT_MIN, resulting in the player being pressed down instead of up. Now we put the result in a 32bit int first (which should be big enough) and assign the int to the short. This still overflows, but with -fwrapv at least in a defined way (most probably the same way the original binaries did). And while I was at it, when the game lib is loaded, it prints the date it was built, this is especially interesting for our Win32 binaries.
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3 changed files with 7 additions and 4 deletions
4
Makefile
4
Makefile
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@ -155,12 +155,12 @@ endif
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# generated if building universal binaries on OSX)
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ifeq ($(OSTYPE), Darwin)
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CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
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-Wall -pipe -g
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-Wall -pipe -g -fwrapv
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#-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.5.sdk
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CFLAGS += $(OSX_ARCH)
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else
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CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
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-Wall -pipe -g -ggdb -MMD
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-Wall -pipe -g -ggdb -MMD -fwrapv
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endif
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# ----------
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@ -2266,7 +2266,10 @@ ClientThink(edict_t *ent, usercmd_t *ucmd)
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for (i = 0; i < 3; i++)
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{
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pm.s.origin[i] = ent->s.origin[i] * 8;
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pm.s.velocity[i] = ent->velocity[i] * 8;
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/* save to an int first, in case the short overflows
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* so we get defined behavior (at least with -fwrapv) */
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int tmpVel = ent->velocity[i] * 8;
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pm.s.velocity[i] = tmpVel;
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}
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if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s)))
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@ -201,7 +201,7 @@ void
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InitGame(void)
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{
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gi.dprintf("Game is starting up.\n");
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gi.dprintf("Game is %s.\n", GAMEVERSION);
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gi.dprintf("Game is %s built on %s.\n", GAMEVERSION, __DATE__);
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gun_x = gi.cvar("gun_x", "0", 0);
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gun_y = gi.cvar("gun_y", "0", 0);
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