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Fix overflow in precipitation sector search
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1 changed files with 5 additions and 4 deletions
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@ -10534,7 +10534,8 @@ void P_PrecipitationEffects(void)
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volume = 255; // Sky above? We get it full blast.
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else
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{
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fixed_t x, y, yl, yh, xl, xh;
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/* GCC is optimizing away y >= yl, FUCK YOU */
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volatile fixed_t x, y, yl, yh, xl, xh;
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fixed_t closedist, newdist;
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// Essentially check in a 1024 unit radius of the player for an outdoor area.
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@ -10543,8 +10544,8 @@ void P_PrecipitationEffects(void)
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xl = players[g_localplayers[0]].mo->x - 1024*FRACUNIT;
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xh = players[g_localplayers[0]].mo->x + 1024*FRACUNIT;
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closedist = 2048*FRACUNIT;
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for (y = yl; y <= yh; y += FRACUNIT*64)
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for (x = xl; x <= xh; x += FRACUNIT*64)
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for (y = yl; y >= yl && y <= yh; y += FRACUNIT*64)
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for (x = xl; x >= xl && x <= xh; x += FRACUNIT*64)
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{
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if (R_PointInSubsector(x, y)->sector->ceilingpic == skyflatnum) // Found the outdoors!
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{
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@ -13314,4 +13315,4 @@ fixed_t P_GetMobjZMovement(mobj_t *mo)
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speed = FixedHypot(mo->momx, mo->momy);
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return P_ReturnThrustY(mo, slope->zangle, P_ReturnThrustX(mo, angDiff, speed));
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}
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}
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