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https://github.com/FWGS/xash3d-fwgs
synced 2024-11-22 01:45:19 +01:00
ref: fix out of bound access when the entity is marked as player but has invalid number
It's possible when client.dll passes a self allocated entity and wants to draw it as player but doesn't initialize or set the entity number correctly.
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@ -2656,6 +2656,9 @@ static model_t *R_StudioSetupPlayerModel( int index )
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player_info_t *info = gEngfuncs.pfnPlayerInfo( index );
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player_model_t *state;
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if( index < 0 || index >= gp_cl->maxclients )
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return NULL;
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state = &g_studio.player_models[index];
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// g-cont: force for "dev-mode", non-local games and menu preview
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@ -2670,7 +2673,8 @@ static model_t *R_StudioSetupPlayerModel( int index )
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if( gEngfuncs.fsapi->FileExists( state->modelname, false ))
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state->model = gEngfuncs.Mod_ForName( state->modelname, false, true );
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else state->model = NULL;
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else
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state->model = NULL;
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if( !state->model )
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state->model = RI.currententity->model;
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@ -2698,7 +2702,7 @@ int R_GetEntityRenderMode( cl_entity_t *ent )
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int i, opaque, trans;
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mstudiotexture_t *ptexture;
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cl_entity_t *oldent;
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model_t *model;
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model_t *model = NULL;
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studiohdr_t *phdr;
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oldent = RI.currententity;
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@ -2706,7 +2710,9 @@ int R_GetEntityRenderMode( cl_entity_t *ent )
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if( ent->player ) // check it for real playermodel
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model = R_StudioSetupPlayerModel( ent->curstate.number - 1 );
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else model = ent->model;
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if( !model )
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model = ent->model;
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RI.currententity = oldent;
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@ -2353,6 +2353,9 @@ static model_t *R_StudioSetupPlayerModel( int index )
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player_info_t *info = gEngfuncs.pfnPlayerInfo( index );
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player_model_t *state;
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if( index < 0 || index >= gp_cl->maxclients )
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return NULL;
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state = &g_studio.player_models[index];
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// g-cont: force for "dev-mode", non-local games and menu preview
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@ -2396,7 +2399,7 @@ int R_GetEntityRenderMode( cl_entity_t *ent )
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int i, opaque, trans;
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mstudiotexture_t *ptexture;
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cl_entity_t *oldent;
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model_t *model;
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model_t *model = NULL;
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studiohdr_t *phdr;
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oldent = RI.currententity;
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@ -2404,7 +2407,8 @@ int R_GetEntityRenderMode( cl_entity_t *ent )
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if( ent->player ) // check it for real playermodel
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model = R_StudioSetupPlayerModel( ent->curstate.number - 1 );
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else
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if( !model )
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model = ent->model;
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RI.currententity = oldent;
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