Fix overflow issue with character corpse creation using the wrong struct in allocation

This commit is contained in:
Akkadius
2020-08-21 00:23:13 -05:00
parent b57bcced40
commit 51356610b2
2 changed files with 25 additions and 10 deletions
+4 -4
View File
@@ -621,7 +621,7 @@ bool Corpse::Save() {
end = itemlist.end();
for (; cur != end; ++cur) {
ServerLootItem_Struct* item = *cur;
memcpy((char*)&dbpc->items[x++], (char*)item, sizeof(ServerLootItem_Struct));
memcpy((char*)&dbpc->items[x++], (char*)item, sizeof(player_lootitem::ServerLootItem_Struct));
}
/* Create New Corpse*/
@@ -1573,10 +1573,10 @@ void Corpse::UpdateEquipmentLight()
for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) {
if ((*iter)->equip_slot < EQ::invslot::EQUIPMENT_BEGIN || (*iter)->equip_slot > EQ::invslot::EQUIPMENT_END) { continue; }
if ((*iter)->equip_slot == EQ::invslot::slotAmmo) { continue; }
auto item = database.GetItem((*iter)->item_id);
if (item == nullptr) { continue; }
if (EQ::lightsource::IsLevelGreater(item->Light, m_Light.Type[EQ::lightsource::LightEquipment]))
m_Light.Type[EQ::lightsource::LightEquipment] = item->Light;
}
@@ -1584,7 +1584,7 @@ void Corpse::UpdateEquipmentLight()
uint8 general_light_type = 0;
for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) {
if ((*iter)->equip_slot < EQ::invslot::GENERAL_BEGIN || (*iter)->equip_slot > EQ::invslot::GENERAL_END) { continue; }
auto item = database.GetItem((*iter)->item_id);
if (item == nullptr) { continue; }