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engine: common: mod_studio: fix model traversal and crash in Mod_StudioComputeBounds
Mod_StudioComputeBounds incorrectly assumed that all models across all body parts were laid out contiguously in memory. This caused out-of-bounds reads or reading garbage data when loading complex models, leading to crashes.
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committed by
a1batross
parent
95548053eb
commit
480f29e96e
@@ -690,7 +690,6 @@ static void Mod_StudioComputeBounds( void *buffer, vec3_t mins, vec3_t maxs, qbo
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vec3_t bone_mins, bone_maxs;
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vec3_t vert_mins, vert_maxs;
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int vert_count, bone_count;
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int bodyCount = 0;
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vec3_t pos, *pverts;
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vert_count = bone_count = 0;
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@@ -706,18 +705,16 @@ static void Mod_StudioComputeBounds( void *buffer, vec3_t mins, vec3_t maxs, qbo
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// each body part has nummodels variations so there are as many total variations as there
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// are in a matrix of each part by each other part
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for( i = 0; i < pstudiohdr->numbodyparts; i++ )
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bodyCount += pbodypart[i].nummodels;
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// The studio models we want are vec3_t mins, vec3_t maxsight after the bodyparts (still need to
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// find a detailed breakdown of the mdl format). Move pointer there.
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m_pSubModel = (mstudiomodel_t *)(&pbodypart[pstudiohdr->numbodyparts]);
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for( i = 0; i < bodyCount; i++ )
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{
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pverts = (vec3_t *)((byte *)pstudiohdr + m_pSubModel[i].vertindex);
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m_pSubModel = (mstudiomodel_t *)((byte *)pstudiohdr + pbodypart[i].modelindex);
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for( j = 0; j < m_pSubModel[i].numverts; j++ )
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Mod_StudioBoundVertex( bone_mins, bone_maxs, &vert_count, pverts[j] );
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for( j = 0; j < pbodypart[i].nummodels; j++ )
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{
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pverts = (vec3_t *)((byte *)pstudiohdr + m_pSubModel[j].vertindex);
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for( k = 0; k < m_pSubModel[j].numverts; k++ )
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Mod_StudioBoundVertex( bone_mins, bone_maxs, &vert_count, pverts[k] );
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}
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}
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pbones = (mstudiobone_t *)((byte *)pstudiohdr + pstudiohdr->boneindex);
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