fix this fucking configstringindex overflow
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26
mod/main.gsc
26
mod/main.gsc
@@ -330,7 +330,7 @@ loadSetup()
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self.actual_health = self.actual_maxhealth;
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self.maxhealth = 1000;
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self.health = 1000;
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self thread watchHealthHUD();
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// watchHealthHUD removed — HP display not wanted
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self thread watchRegen();
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self thread watchDeagleGL();
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self thread watchM40A3();
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@@ -385,7 +385,9 @@ upgradeOnTeamKills()
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enemyTeam = self getEnemyTeam();
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self.current = level.teamKills[self.team + "_weapon"];
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self thread updateWeapon();
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self.weaponhud setText("Gun: " + self.current + "/" + (level.gungameList.size) + "/^3" + level.teamKills[enemyTeam + "_weapon"]);
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// setText() is safe here: bounded to ~N unique strings where N = weapon count.
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// Configstrings are deduplicated, so all players sharing the same weapon# reuse one slot.
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self.weaponhud setText("Gun: " + self.current + " / " + (level.gungameList.size) + " / ^3" + level.teamKills[enemyTeam + "_weapon"]);
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}
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}
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getEnemyTeam()
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@@ -660,7 +662,10 @@ scorepopup(amount)
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self.scoretext_amount.color = color;
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self.scoretext_amount.glowColor = glowColor;
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self.scoretext_amount SetPulseFX( 40, 2000, 600 );
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self.scoretext_amount setText("+" + self.amount);
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// FIX: Use .label + setValue() instead of setText("+" + amount).
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// Each unique amount string burned a permanent configstring slot.
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self.scoretext_amount.label = &"+";
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self.scoretext_amount setValue(self.amount);
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if(self.multiplier > 1)
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{
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self.multitext[self.multiplier].alpha = 1;
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@@ -679,11 +684,13 @@ scorepopup(amount)
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self.multitext[self.multiplier] setText("Multi Kill!");
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else if(self.multiplier > 4)
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{
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color = [];
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for(i = 0;i < 13;i++)
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color[i] = randomInt(9);
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difference = self.multiplier - 4;
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self.multitext[5] setText("^3x" + difference + " ^" + color[0] + "K^" + color[1] + "i^" + color[2] + "l^" + color[3] + "l^" + color[4] + "i^" + color[5] + "n^" + color[6] + "g ^" + color[7] + "S^" + color[8] + "p^" + color[9] + "r^" + color[10] + "e^" + color[11] + "e^" + color[12] + "!");
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// FIX: Use a fixed string instead of randomized color codes.
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// The old rainbow text generated a unique configstring for every kill spree
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// (random colors = unique string every time = configstring leak).
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// FIX: Use .label + setValue() to avoid configstring leak per spree level.
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self.multitext[5].label = &"^1K^2i^3l^4l^5i^6n^7g ^1S^2p^3r^4e^5e ^3x";
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self.multitext[5] setValue(difference);
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}
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self thread lowerMultiplier();
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}
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@@ -741,7 +748,7 @@ tryNuke()
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}
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if(getDvar("g_gametype") != "gungame_team")
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self.weaponhud setText("Gun: " + (level.gungameList.size-1));
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self.weaponhud setText("Gun: " + (level.gungameList.size - 1));
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}
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createUI()
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{
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@@ -759,9 +766,10 @@ createWeaponHud()
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self.weaponhud.color = (1,1,0);
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self.weaponhud.hideWhenInMenu = true;
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self.weaponhud.glowcolor = (1,0,0);
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// setText() is safe here: max ~162 unique strings, configstrings are deduplicated.
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self.weaponhud setText("Gun: " + self.current + " / " + (level.gungameList.size - 1));
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// weapontotalhud kept defined but hidden — total is now inline in weaponhud text
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// weapontotalhud kept defined but hidden — total is inline in weaponhud text
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self.weapontotalhud = self createFontString("hudsmall", 1.2);
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self.weapontotalhud.alpha = 0;
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}
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