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https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 11:45:53 +01:00
EntitiesMP/Common/Particles.cpp: Don't access afStarsPositions[i][3]
fix out of bounds accesses of that array. I guess the same will have to be done for Entities/Common/Particles.cpp
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80990f2317
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@ -1589,9 +1589,10 @@ INDEX Particles_Regeneration(CEntity *pen, FLOAT tmStart, FLOAT tmStop, FLOAT fY
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vPos2 = Lerp( vSource, vDestination, fT2);
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}
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UBYTE ubR = (UBYTE) (192+afStarsPositions[iRnd][1]*64);
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UBYTE ubG = (UBYTE) (192+afStarsPositions[iRnd][2]*64);
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UBYTE ubB = (UBYTE) (192+afStarsPositions[iRnd][3]*64); // FIXME DG: afStarsPositions[i][3] invalid, what's going on here?
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// DG: changed indices from 1-3 to 0-2 so they're not out of bounds
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UBYTE ubR = (UBYTE) (192+afStarsPositions[iRnd][0]*64);
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UBYTE ubG = (UBYTE) (192+afStarsPositions[iRnd][1]*64);
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UBYTE ubB = (UBYTE) (192+afStarsPositions[iRnd][2]*64);
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UBYTE ubA = (UBYTE) CalculateRatio( fT, 0.0f, 1.0f, 0.4f, 0.01f)*255;
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COLOR colLine = RGBToColor( ubR, ubG, ubB) | ubA;
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@ -2242,7 +2243,7 @@ void Particles_DustFall(CEntity *pen, FLOAT tmStarted, FLOAT3D vStretch)
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FLOAT fRndAppearX = afStarsPositions[iRnd][0]*vStretch(1);
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FLOAT fRndSpeedY = (afStarsPositions[iRnd][1]+0.5f)*0.125f*vStretch(2);
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FLOAT fRndAppearZ = afStarsPositions[iRnd][2]*vStretch(3);
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FLOAT3D vRndDir=FLOAT3D(afStarsPositions[iRnd][1],0,afStarsPositions[iRnd][3]);
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FLOAT3D vRndDir=FLOAT3D(afStarsPositions[iRnd][0],0,afStarsPositions[iRnd][2]);
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vRndDir.Normalize();
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FLOAT fRiseTime=Max(fRatio-0.5f,0.0f);
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FLOAT3D vPos=vCenter+vRndDir*fSpeed*3*fStretch+vY*fRiseTime*0.25f;
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@ -2374,7 +2375,7 @@ void Particles_LavaErupting(CEntity *pen, FLOAT fStretchAll, FLOAT fSize,
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vPos(2) += (fStretchY+(fStretchY*0.25f*afStarsPositions[iRnd1][1]))*fT-fGA/2.0f*fT*fT;
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vPos(3) += fRndAppearZ+afStarsPositions[iRnd1][2]*fT*fStretchZ*10;
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Particle_RenderSquare( vPos, fSize+afStarsPositions[iRnd2][3]*fSize*0.5f, fRndRotation*300*fT, C_WHITE|CT_OPAQUE);
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Particle_RenderSquare( vPos, fSize+afStarsPositions[iRnd2][2]*fSize*0.5f, fRndRotation*300*fT, C_WHITE|CT_OPAQUE);
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// all done
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Particle_Flush();
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@ -3091,7 +3092,7 @@ void Particles_Rain(CEntity *pen, FLOAT fGridSize, INDEX ctGrids, FLOAT fFactor,
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for( INDEX iZ=0; iZ<ctGrids; iZ++)
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{
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INDEX iRndZ = (ULONG(vPos(3)+iZ)) % CT_MAX_PARTICLES_TABLE;
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FLOAT fZOrg = vPos(3) + (iZ+afStarsPositions[iRndZ][3])*fGridSize;
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FLOAT fZOrg = vPos(3) + (iZ+afStarsPositions[iRndZ][2])*fGridSize;
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for( INDEX iX=0; iX<ctGrids; iX++)
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{
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@ -3200,12 +3201,12 @@ void Particles_Snow(CEntity *pen, FLOAT fGridSize, INDEX ctGrids, FLOAT fFactor,
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FLOAT vYStart=vPos(2)+YGRIDS_VISIBLE_ABOVE*YGRID_SIZE+fD;
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INDEX iDanceRnd=(iRndXZ+2)%CT_MAX_PARTICLES_TABLE;
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FLOAT fDanceAngle=afStarsPositions[iDanceRnd][1]*360.0f;
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FLOAT fAmpX=afStarsPositions[iDanceRnd][2]*2.0f;
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FLOAT fAmpZ=afStarsPositions[iDanceRnd][3]*2.0f;
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FLOAT fX = vPos(1) + (iX+afStarsPositions[iRndXZ][3])*fGridSize+fAmpX*sin(fDanceAngle+fNow*3.0f);
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FLOAT fZ = vPos(3) + (iZ+afStarsPositions[iRndXZ][2])*fGridSize+fAmpZ*cos(fDanceAngle+fNow*3.0f);
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FLOAT fT0 = afStarsPositions[(INDEX(2+Abs(fX)+Abs(fZ))*262147) % CT_MAX_PARTICLES_TABLE][2];
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FLOAT fDanceAngle=afStarsPositions[iDanceRnd][0]*360.0f;
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FLOAT fAmpX=afStarsPositions[iDanceRnd][1]*2.0f;
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FLOAT fAmpZ=afStarsPositions[iDanceRnd][2]*2.0f;
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FLOAT fX = vPos(1) + (iX+afStarsPositions[iRndXZ][2])*fGridSize+fAmpX*sin(fDanceAngle+fNow*3.0f);
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FLOAT fZ = vPos(3) + (iZ+afStarsPositions[iRndXZ][1])*fGridSize+fAmpZ*cos(fDanceAngle+fNow*3.0f);
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FLOAT fT0 = afStarsPositions[(INDEX(2+Abs(fX)+Abs(fZ))*262147) % CT_MAX_PARTICLES_TABLE][1];
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for( INDEX iY=0; iY<(YGRIDS_VISIBLE_ABOVE+YGRIDS_VISIBLE_BELOW); iY++)
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{
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@ -3618,7 +3619,7 @@ void Particles_BulletSpray(INDEX iRndBase, FLOAT3D vSource, FLOAT3D vGDir, enum
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afStarsPositions[ iSpray+iRnd][0]*3.0f* fConeMultiplier,
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(afStarsPositions[ iSpray+iRnd][1]+1.0f)*3.0f,
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afStarsPositions[ iSpray+iRnd][2]*3.0f* fConeMultiplier);
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FLOAT fSpeedRnd = fSpeedStart+afStarsPositions[ iSpray+iRnd*2][3];
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FLOAT fSpeedRnd = fSpeedStart+afStarsPositions[ iSpray+iRnd*2][2];
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FLOAT3D vPos = vSource + (vDirection+vRandomAngle)*(fT*fSpeedRnd)+vGDir*(fT*fT*fGA);
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if( (eptType == EPT_BULLET_WATER) && (vPos(2) < vSource(2)) )
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@ -3756,7 +3757,7 @@ void Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData)
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FLOAT fXF = cos( afStarsPositions[iRnd+2][0]*PI);
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FLOAT fAmpl = ClampUp( fT+afStarsPositions[iRnd+1][1]+0.5f, 2.0f)/64;
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FLOAT fFormulae = fAmpl * sin(afStarsPositions[iRnd][2]+fT*afStarsPositions[iRnd][3]*2);
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FLOAT fFormulae = fAmpl * sin(afStarsPositions[iRnd][1]+fT*afStarsPositions[iRnd][2]*2);
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FLOAT fColorFactor = 1.0f;
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if( fT>fLife/2)
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@ -4781,11 +4782,11 @@ void Particles_AfterBurner(CEntity *pen, FLOAT tmSpawn, FLOAT fStretch, INDEX iG
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// smoke
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FLOAT3D vPosS = *pvPos1;
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Particle_SetTexturePart( 512, 512, 1, 0);
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FLOAT fAngleS = afStarsPositions[iRnd][2]*360.0f+fT*120.0f*afStarsPositions[iRnd][3];
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FLOAT fAngleS = afStarsPositions[iRnd][1]*360.0f+fT*120.0f*afStarsPositions[iRnd][2];
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FLOAT fSizeS = (0.5f+aSmoke_sol[iIndex]*2.5f)*fStretch;
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FLOAT3D vVelocityS=FLOAT3D(afStarsPositions[iRnd][2],
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afStarsPositions[iRnd][3],
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afStarsPositions[iRnd][1])*5.0f;
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FLOAT3D vVelocityS=FLOAT3D(afStarsPositions[iRnd][1],
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afStarsPositions[iRnd][2],
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afStarsPositions[iRnd][0])*5.0f;
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vPosS=vPosS+vVelocityS*fT+vGDir*fGA/2.0f*(fT*fT)/32.0f;
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Particle_RenderSquare( vPosS, fSizeS, fAngleS, ByteSwap(pcolSmoke[iIndex]));
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@ -4899,7 +4900,7 @@ void Particles_RocketMotorBurning(CEntity *pen, FLOAT tmSpawn, FLOAT3D vStretch,
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INDEX iIndex=(INDEX) (fT*255);
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// smoke
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Particle_SetTexturePart( 512, 512, 1, 0);
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FLOAT fAngleS = afStarsPositions[iRnd][2]*360.0f+fT*120.0f*afStarsPositions[iRnd][3];
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FLOAT fAngleS = afStarsPositions[iRnd][1]*360.0f+fT*120.0f*afStarsPositions[iRnd][2];
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FLOAT fSizeS = (3.0f+fT*4.5f)*fStretch;
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Particle_RenderSquare( vPosS, fSizeS, fAngleS, ByteSwap(pcolSmoke[iIndex]));
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@ -4933,7 +4934,7 @@ void Particles_RocketMotorBurning(CEntity *pen, FLOAT tmSpawn, FLOAT3D vStretch,
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INDEX iIndex=(INDEX) (fT*255);
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// smoke
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Particle_SetTexturePart( 512, 512, 1, 0);
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FLOAT fAngleS = afStarsPositions[iRnd][2]*360.0f+fT*120.0f*afStarsPositions[iRnd][3];
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FLOAT fAngleS = afStarsPositions[iRnd][1]*360.0f+fT*120.0f*afStarsPositions[iRnd][2];
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FLOAT fSizeS = (1.5f+aSmoke_sol[iIndex]*2.5f)*fStretch*fFireStretch;
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Particle_RenderSquare( vPosS, fSizeS, fAngleS, ByteSwap(pcolSmoke[iIndex]));
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@ -5303,7 +5304,7 @@ void Particles_CollectEnergy(CEntity *pen, FLOAT tmStart, FLOAT tmStop)
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UBYTE ubR = (UBYTE) (255);//+afStarsPositions[iRnd][1]*64;
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UBYTE ubG = (UBYTE) (128+(1.0f-fT)*128);//223+afStarsPositions[iRnd][2]*64;
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UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][3]*32+(1.0f-fT)*64);
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UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][2]*32+(1.0f-fT)*64);
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UBYTE ubA = (UBYTE) (CalculateRatio( fT, 0.0f, 1.0f, 0.4f, 0.01f)*255);
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COLOR colLine = RGBToColor( ubR, ubG, ubB) | ubA;
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@ -5339,7 +5340,7 @@ void Particles_CollectEnergy(CEntity *pen, FLOAT tmStart, FLOAT tmStop)
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vZ*Cos(fT*360.0f)*fRadius;
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UBYTE ubR = (UBYTE) (255);
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UBYTE ubG = (UBYTE) (128+(1.0f-fT)*128);
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UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][3]*32+(1.0f-fT)*64);
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UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][2]*32+(1.0f-fT)*64);
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FLOAT fFader=CalculateRatio( fT, 0.0f, 1.0f, 0.4f, 0.01f);
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FLOAT fPulser=(1.0f+(sin((fT*fT)/4.0f)))/2.0f;
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UBYTE ubA = (UBYTE) (fFader*fPulser*255);
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@ -5404,9 +5405,9 @@ void Particles_SummonerDisappear( CEntity *pen, FLOAT tmStart)
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for( INDEX iVtx=0; iVtx<ctVtx; iVtx+=1)
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{
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INDEX iRnd=iVtx%CT_MAX_PARTICLES_TABLE;
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FLOAT fRndPulseOffset=afStarsPositions[iRnd][1];
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FLOAT fRndPulseSpeed=afStarsPositions[iRnd][2]*128.0f;
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FLOAT fRndSize=afStarsPositions[iRnd][3];
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FLOAT fRndPulseOffset=afStarsPositions[iRnd][0];
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FLOAT fRndPulseSpeed=afStarsPositions[iRnd][1]*128.0f;
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FLOAT fRndSize=afStarsPositions[iRnd][2];
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FLOAT fPulser=1.0f-(fRatio*(1.0f+(Sin(fRatio*360.0f*fRndPulseSpeed+fRndPulseOffset*360.0f)))/2.0f);
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UBYTE ubColor = UBYTE(CT_OPAQUE*fColorFactor*fPulser);
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@ -5720,7 +5721,7 @@ void Particles_LarvaEnergy(CEntity *pen, FLOAT3D vOffset)
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UBYTE ubR = (UBYTE) (255);//+afStarsPositions[iRnd][1]*64;
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UBYTE ubG = (UBYTE) (128+(1.0f-fT)*128);//223+afStarsPositions[iRnd][2]*64;
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UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][3]*32+(1.0f-fT)*64);
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UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][2]*32+(1.0f-fT)*64);
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UBYTE ubA = (UBYTE) (CalculateRatio( fT, 0.0f, 1.0f, 0.4f, 0.01f)*255);
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COLOR colLine = RGBToColor( ubR, ubG, ubB) | ubA;
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@ -5756,7 +5757,7 @@ void Particles_LarvaEnergy(CEntity *pen, FLOAT3D vOffset)
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vZ*Cos(fT*360.0f)*fRadius;
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UBYTE ubR = (UBYTE) (255);
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UBYTE ubG = (UBYTE) (128+(1.0f-fT)*128);
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UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][3]*32+(1.0f-fT)*64);
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UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][2]*32+(1.0f-fT)*64);
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FLOAT fFader=CalculateRatio( fT, 0.0f, 1.0f, 0.4f, 0.01f);
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FLOAT fPulser=(1.0f+(sin((fT*fT)/4.0f)))/2.0f;
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UBYTE ubA = (UBYTE) (fFader*fPulser*255);
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@ -5854,7 +5855,7 @@ void Particles_ModelGlow( CEntity *pen, FLOAT tmEnd, enum ParticleTexture ptText
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for( INDEX iVtx=0; iVtx<ctVtx-1; iVtx+=(INDEX)iVtxStep)
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{
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INDEX iRnd=iVtx%CT_MAX_PARTICLES_TABLE;
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FLOAT fRndSize=afStarsPositions[iRnd][3];
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FLOAT fRndSize=afStarsPositions[iRnd][2];
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FLOAT3D vPos = avVertices[iVtx];
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Particle_RenderSquare( vPos, (1.0f+fRndSize)*fSize, 0, iCol|ubCol);
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@ -5895,7 +5896,7 @@ void Particles_ModelGlow2( CModelObject *mo, CPlacement3D pl, FLOAT tmEnd, enum
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for( INDEX iVtx=0; iVtx<ctVtx-1; iVtx+=(INDEX)iVtxStep)
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{
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INDEX iRnd=iVtx%CT_MAX_PARTICLES_TABLE;
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FLOAT fRndSize=afStarsPositions[iRnd][3];
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FLOAT fRndSize=afStarsPositions[iRnd][2];
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FLOAT3D vPos = avVertices[iVtx];
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Particle_RenderSquare( vPos, (1.0f+fRndSize)*fSize, 0, iCol|ubCol);
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@ -5977,11 +5978,11 @@ void Particles_RunAfterBurner(CEntity *pen, FLOAT tmEnd, FLOAT fStretch, INDEX i
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// smoke
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FLOAT3D vPosS = *pvPos1;
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Particle_SetTexturePart( 512, 512, 1, 0);
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FLOAT fAngleS = afStarsPositions[iRnd][2]*360.0f+fT*120.0f*afStarsPositions[iRnd][3];
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FLOAT fAngleS = afStarsPositions[iRnd][1]*360.0f+fT*120.0f*afStarsPositions[iRnd][2];
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FLOAT fSizeS = (0.5f+aSmoke_sol[iIndex]*2.5f)*fStretch;
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FLOAT3D vVelocityS=FLOAT3D(afStarsPositions[iRnd][2],
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afStarsPositions[iRnd][3],
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afStarsPositions[iRnd][1])*5.0f;
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FLOAT3D vVelocityS=FLOAT3D(afStarsPositions[iRnd][1],
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afStarsPositions[iRnd][2],
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afStarsPositions[iRnd][0])*5.0f;
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vPosS=vPosS+vVelocityS*fT+vGDir*fGA/2.0f*(fT*fT)/32.0f;
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col = ByteSwap(pcolSmoke[iIndex]);
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col = (col&0xffffff00)|((col&0x000000ff)*ubColMul/255);
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