Fix out of bounds access in studiomodel renderer bone setup code
ValveSoftware/halflife#3360
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2 changed files with 13 additions and 6 deletions
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@ -7,6 +7,7 @@
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### Bug fixes
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* Fixed hand grenade animations not playing correctly [#209](https://github.com/SamVanheer/halflife-updated/pull/209) (Thanks Toodles2You)
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* Fixed out of bounds access in studiomodel renderer bone setup code (halflife issue [#3360](https://github.com/ValveSoftware/halflife/issues/3360))
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## Changes in V1.0.0 Release Candidate 001
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@ -940,11 +940,15 @@ void CStudioModelRenderer::StudioSetupBones()
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for (i = 0; i < m_pStudioHeader->numbones; i++)
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{
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if (0 == strcmp(pbones[i].name, "Bip01 Spine"))
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auto bone = &pbones[i];
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if (0 == strcmp(bone->name, "Bip01 Spine"))
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{
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copy = false;
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}
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else if (0 == strcmp(pbones[pbones[i].parent].name, "Bip01 Pelvis"))
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else if (bone->parent >= 0 &&
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bone->parent < m_pStudioHeader->numbones &&
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0 == strcmp(pbones[bone->parent].name, "Bip01 Pelvis"))
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{
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copy = true;
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}
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@ -959,13 +963,15 @@ void CStudioModelRenderer::StudioSetupBones()
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for (i = 0; i < m_pStudioHeader->numbones; i++)
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{
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const int parent = pbones[i].parent;
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QuaternionMatrix(q[i], bonematrix);
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bonematrix[0][3] = pos[i][0];
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bonematrix[1][3] = pos[i][1];
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bonematrix[2][3] = pos[i][2];
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if (pbones[i].parent == -1)
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if (parent == -1)
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{
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if (0 != IEngineStudio.IsHardware())
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{
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@ -984,10 +990,10 @@ void CStudioModelRenderer::StudioSetupBones()
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// Apply client-side effects to the transformation matrix
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StudioFxTransform(m_pCurrentEntity, (*m_pbonetransform)[i]);
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}
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else
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else if (parent >= 0 && parent < m_pStudioHeader->numbones)
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{
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ConcatTransforms((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]);
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ConcatTransforms((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]);
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ConcatTransforms((*m_pbonetransform)[parent], bonematrix, (*m_pbonetransform)[i]);
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ConcatTransforms((*m_plighttransform)[parent], bonematrix, (*m_plighttransform)[i]);
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}
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}
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}
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