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Add bounds checks to roomdeaths and roomdeathsfinal

This fixes being able to trigger Undefined Behavior by pressing R when
not in-bounds in the Outside Dimension VVVVVV map, usually when you're
falling upwards towards Game Complete.

I also put bounds checks on normal roomdeaths for good measure. You'll
never know when you need it.
This commit is contained in:
Misa 2020-05-19 17:20:46 -07:00 committed by Ethan Lee
parent e795fbb511
commit 4034c22833

View File

@ -4799,13 +4799,19 @@ void Game::deathsequence()
obj.entities[i].invis = true; obj.entities[i].invis = true;
if (map.finalmode) if (map.finalmode)
{ {
map.roomdeathsfinal[roomx - 41 + (20 * (roomy - 48))]++; if (roomx - 41 >= 0 && roomx - 41 < 20 && roomy - 48 >= 0 && roomy - 48 < 20)
currentroomdeaths = map.roomdeathsfinal[roomx - 41 + (20 * (roomy - 48))]; {
map.roomdeathsfinal[roomx - 41 + (20 * (roomy - 48))]++;
currentroomdeaths = map.roomdeathsfinal[roomx - 41 + (20 * (roomy - 48))];
}
} }
else else
{ {
map.roomdeaths[roomx - 100 + (20*(roomy - 100))]++; if (roomx - 100 >= 0 && roomx - 100 < 20 && roomy - 100 >= 0 && roomy - 100 < 20)
currentroomdeaths = map.roomdeaths[roomx - 100 + (20 * (roomy - 100))]; {
map.roomdeaths[roomx - 100 + (20*(roomy - 100))]++;
currentroomdeaths = map.roomdeaths[roomx - 100 + (20 * (roomy - 100))];
}
} }
} }
if (deathseq == 25) obj.entities[i].invis = true; if (deathseq == 25) obj.entities[i].invis = true;