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We're taking indices and converting them to pointer relative to the hunks base. Yes, that's dirty. Since the indices are stored as 32 bit values and hunks are generally small using 32 bit pointers is enough, even on 64 bit platforms. So the code took the size of void* / 2... See the problem? Yes, that's not a good idea on 32 bit platforms. Bite the bullet and just take the size of void*. Shouldn't be a problem, because the indices are the first thing that's loaded and the hunk is trimmed right after it anyways. If, and just if, we really need each and every byte in the early stages of map loading we need two cases. One for 64 bit and one for 32 bit. This fixes issue #346. Kudos to @ricardosdl for the analysis. |
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backends | ||
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common | ||
game | ||
server | ||
win-wrapper |