mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-02-01 13:40:59 +00:00
Fixes for PVS Studio warnings: most of src/common/
except for frame.c, I'd like Yamagi's input on that
This commit is contained in:
parent
90d0fe07e2
commit
d368a67976
4 changed files with 35 additions and 14 deletions
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@ -1673,8 +1673,8 @@ CM_LoadMap(char *name, qboolean clientload, unsigned *checksum)
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map_noareas = Cvar_Get("map_noareas", "0", 0);
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if (!strcmp(map_name,
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name) && (clientload || !Cvar_VariableValue("flushmap")))
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if (strcmp(map_name, name) == 0
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&& (clientload || !Cvar_VariableValue("flushmap")))
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{
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*checksum = last_checksum;
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@ -1697,7 +1697,7 @@ CM_LoadMap(char *name, qboolean clientload, unsigned *checksum)
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map_entitystring[0] = 0;
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map_name[0] = 0;
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if (!name || !name[0])
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if (!name[0])
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{
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numleafs = 1;
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numclusters = 1;
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@ -482,11 +482,6 @@ FS_FOpenFile(const char *name, fileHandle_t *f, qboolean gamedir_only)
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handle->file = Q_fopen(path, "rb");
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}
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if (!handle->file)
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{
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continue;
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}
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if (handle->file)
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{
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if (fs_debug->value)
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@ -1001,6 +996,10 @@ FS_ListFiles(char *findname, int *numfiles,
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/* Allocate the list. */
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list = calloc(nfiles, sizeof(char *));
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if(list == NULL)
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{
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Com_Error(ERR_FATAL, "calloc() failed in %s() - out of memory?!\n", __func__);
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}
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/* Fill the list. */
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s = Sys_FindFirst(findname, musthave, canthave);
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@ -1103,6 +1102,10 @@ FS_ListFiles2(char *findname, int *numfiles,
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nfiles = 0;
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list = malloc(sizeof(char *));
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if(list == NULL)
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{
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Com_Error(ERR_FATAL, "malloc() failed in %s() - out of memory?!\n", __func__);
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}
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for (search = fs_searchPaths; search != NULL; search = search->next)
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{
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@ -1129,6 +1132,10 @@ FS_ListFiles2(char *findname, int *numfiles,
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nfiles += j;
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list = realloc(list, nfiles * sizeof(char *));
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if(list == NULL)
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{
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Com_Error(ERR_FATAL, "realloc() failed in %s() - out of memory?!\n", __func__);
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}
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for (i = 0, j = nfiles - j; i < search->pack->numFiles; i++)
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{
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@ -1153,6 +1160,10 @@ FS_ListFiles2(char *findname, int *numfiles,
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tmpnfiles--;
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nfiles += tmpnfiles;
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list = realloc(list, nfiles * sizeof(char *));
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if(list == NULL)
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{
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Com_Error(ERR_FATAL, "realloc() failed in %s() - out of memory?!\n", __func__);
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}
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for (i = 0, j = nfiles - tmpnfiles; i < tmpnfiles; i++, j++)
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{
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@ -1189,6 +1200,10 @@ FS_ListFiles2(char *findname, int *numfiles,
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{
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nfiles -= tmpnfiles;
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tmplist = malloc(nfiles * sizeof(char *));
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if(tmplist == NULL)
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{
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Com_Error(ERR_FATAL, "malloc(nfiles * sizeof(char *)) failed in %s() - out of memory?!\n", __func__);
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}
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for (i = 0, j = 0; i < nfiles + tmpnfiles; i++)
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{
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@ -1207,6 +1222,10 @@ FS_ListFiles2(char *findname, int *numfiles,
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{
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nfiles++;
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list = realloc(list, nfiles * sizeof(char *));
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if(list == NULL)
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{
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Com_Error(ERR_FATAL, "realloc() failed in %s() - out of memory?!\n", __func__);
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}
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list[nfiles - 1] = NULL;
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}
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@ -1620,7 +1639,7 @@ FS_BuildGameSpecificSearchPath(char *dir)
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}
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// The game was reset to baseq2. Nothing to do here.
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if ((Q_stricmp(dir, BASEDIRNAME) == 0) || (*dir == 0)) {
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if (Q_stricmp(dir, BASEDIRNAME) == 0) {
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Cvar_FullSet("gamedir", "", CVAR_SERVERINFO | CVAR_NOSET);
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Cvar_FullSet("game", "", CVAR_LATCH | CVAR_SERVERINFO);
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@ -75,7 +75,7 @@ RotatePointAroundVector(vec3_t dst, const vec3_t dir,
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im[2][1] = m[1][2];
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memset(zrot, 0, sizeof(zrot));
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zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;
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zrot[2][2] = 1.0F;
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zrot[0][0] = (float)cos(DEG2RAD(degrees));
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zrot[0][1] = (float)sin(DEG2RAD(degrees));
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@ -867,9 +867,12 @@ void
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Swap_Init(void)
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{
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byte swaptest[2] = {1, 0};
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short swapTestShort;
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assert(sizeof(short) == 2);
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memcpy(&swapTestShort, swaptest, 2);
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/* set the byte swapping variables in a portable manner */
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if (*(short *)swaptest == 1)
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if (swapTestShort == 1)
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{
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bigendien = false;
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_BigShort = ShortSwap;
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@ -892,7 +895,7 @@ Swap_Init(void)
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Com_Printf("Byte ordering: big endian\n\n");
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}
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if (LittleShort(*(short *)swaptest) != 1)
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if (LittleShort(swapTestShort) != 1)
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assert("Error in the endian conversion!");
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}
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@ -41,9 +41,8 @@ Z_Free(void *ptr)
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if (z->magic != Z_MAGIC)
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{
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printf("free: %p failed\n", ptr);
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Com_Printf("ERROR: Z_free(%p) failed: bad magic\n", ptr);
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abort();
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Com_Error(ERR_FATAL, "Z_Free: bad magic");
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}
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z->prev->next = z->next;
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