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The current definition of MFILE_NONE is set to 255 (or -1 when interpreted as a signed 8-bit integer). The definitions of missiles without graphic animations use MFILE_NONE for the mFileNum field in missiledata. This is problematic as it results in an out-of-bounds access in SetMissAnim when accessing misfiledata for such a missile. One such example is the Recharge Staff skill which does not use a missile graphic animation and thus has _miAnimType set to MFILE_NONE. The code path leading to out-of-bounds access after casting Recharge is as follows: AddMissile -> SetMissDir -> SetMissAnim, which in turn accesses misfiledata[animtype], i.e. misfiledata[255].pull/831/head^2
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