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authortma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-10-19 22:15:51 +0000
committertma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-10-19 22:15:51 +0000
commitd397fd48d29f481d3b25d397d943fc1ea4bf7759 (patch)
tree2e1565bf5f127756ebd264bc3b3080f4350ef59f /code
parentd1b40116d4c2cfb5c3e01c55449e9c953f425a39 (diff)
downloadioquake3-aero-d397fd48d29f481d3b25d397d943fc1ea4bf7759.tar.gz
ioquake3-aero-d397fd48d29f481d3b25d397d943fc1ea4bf7759.zip
* Fix to buffer overrun in shader parser from misanthropia
git-svn-id: svn://svn.icculus.org/quake3/trunk@166 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code')
-rw-r--r--code/renderer/tr_shader.c7
1 files changed, 7 insertions, 0 deletions
diff --git a/code/renderer/tr_shader.c b/code/renderer/tr_shader.c
index f628b67..f896f31 100644
--- a/code/renderer/tr_shader.c
+++ b/code/renderer/tr_shader.c
@@ -1438,6 +1438,13 @@ static qboolean ParseShader( char **text )
}
stages[s].active = qtrue;
s++;
+
+ // 20051019 misantropia -- fix buffer overrun.
+ if ( s >= MAX_SHADER_STAGES ) {
+ ri.Printf( PRINT_WARNING, "WARNING: too many stages in shader %s\n", shader.name );
+ return qfalse;
+ }
+
continue;
}
// skip stuff that only the QuakeEdRadient needs