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All patches by Zack Middleton:
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- 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
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Thilo Schulz committed Jun 27, 2011
1 parent 2f502ac commit c52bfbd
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Showing 3 changed files with 8 additions and 4 deletions.
4 changes: 2 additions & 2 deletions code/cgame/cg_ents.c
Expand Up @@ -410,7 +410,7 @@ static void CG_Missile( centity_t *cent ) {
// int col;

s1 = &cent->currentState;
if ( s1->weapon > WP_NUM_WEAPONS ) {
if ( s1->weapon >= WP_NUM_WEAPONS ) {
s1->weapon = 0;
}
weapon = &cg_weapons[s1->weapon];
Expand Down Expand Up @@ -519,7 +519,7 @@ static void CG_Grapple( centity_t *cent ) {
const weaponInfo_t *weapon;

s1 = &cent->currentState;
if ( s1->weapon > WP_NUM_WEAPONS ) {
if ( s1->weapon >= WP_NUM_WEAPONS ) {
s1->weapon = 0;
}
weapon = &cg_weapons[s1->weapon];
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6 changes: 5 additions & 1 deletion code/cgame/cg_weapons.c
Expand Up @@ -1253,7 +1253,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
gun.renderfx = parent->renderfx;

// set custom shading for railgun refire rate
if ( ps ) {
if ( ps || cent->currentState.clientNum == cg.predictedPlayerState.clientNum ) {
if ( cg.predictedPlayerState.weapon == WP_RAILGUN
&& cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) {
float f;
Expand Down Expand Up @@ -1963,6 +1963,10 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
if ( weapon == WP_RAILGUN ) {
// colorize with client 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;
}
}

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2 changes: 1 addition & 1 deletion code/renderer/tr_model.c
Expand Up @@ -1160,7 +1160,7 @@ void R_GetAnimTag( mdrHeader_t *mod, int framenum, const char *tagName, md3Tag_t

// 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 );

for (j = 0; j < 3; j++)
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