Use fixed buffer size var when allocating return buffer from console.

Conflicts:
	Engine/source/T3D/missionArea.cpp
	Engine/source/gui/editor/guiDebugger.cpp
This commit is contained in:
bank 2014-05-15 11:12:43 +04:00
parent d0a64026b0
commit f3fc84738b
42 changed files with 300 additions and 204 deletions

View file

@ -64,13 +64,14 @@ ScriptMethod( Forest, forestRayCast, const char*, 4, 4, "( Point3F start, Point3
dSscanf(argv[2], "%g %g %g", &start.x, &start.y, &start.z);
dSscanf(argv[3], "%g %g %g", &end.x, &end.y, &end.z);
char *returnBuffer = Con::getReturnBuffer(256);
static const U32 bufSize = 256;
char *returnBuffer = Con::getReturnBuffer(bufSize);
returnBuffer[0] = '0';
returnBuffer[1] = '\0';
ForestRayInfo rinfo;
if ( object->castRayI( start, end, &rinfo ) )
dSprintf( returnBuffer, 256, "%d %d %g", rinfo.item->getData()->getId(), rinfo.key, rinfo.t );
dSprintf( returnBuffer, bufSize, "%d %d %g", rinfo.item->getData()->getId(), rinfo.key, rinfo.t );
return returnBuffer;
}