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authorthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2008-04-06 02:13:43 +0000
committerthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2008-04-06 02:13:43 +0000
commite32d29a6db0b593e4e61188ed3ffc1449605ebc9 (patch)
tree9661a93c6078637ad615c8a8a36e4c8d041d389a /code/qcommon
parent55634342dda65d9f885024e88573bb7db8b26799 (diff)
downloadioquake3-aero-e32d29a6db0b593e4e61188ed3ffc1449605ebc9.tar.gz
ioquake3-aero-e32d29a6db0b593e4e61188ed3ffc1449605ebc9.zip
Make sure that one broken shader file cannot crash the game / make the other shaders unusable.
git-svn-id: svn://svn.icculus.org/quake3/trunk@1295 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/qcommon')
-rw-r--r--code/qcommon/q_shared.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/code/qcommon/q_shared.c b/code/qcommon/q_shared.c
index 18b71d3..6fa6b76 100644
--- a/code/qcommon/q_shared.c
+++ b/code/qcommon/q_shared.c
@@ -599,7 +599,7 @@ void SkipBracedSection (char **program) {
depth = 0;
do {
token = COM_ParseExt( program, qtrue );
- if( token[1] == 0 ) {
+ if( *program && token[1] == 0 ) {
if( token[0] == '{' ) {
depth++;
}