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fix: minimize chances of crash from player trace
My guess is some buffer is overflowing when too many dynamic meshes are initialised
1 parent 94adda6 commit cbb5b35

1 file changed

Lines changed: 10 additions & 10 deletions

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src/Features/PlayerTrace.cpp

Lines changed: 10 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -443,29 +443,29 @@ void PlayerTrace::DrawBboxAt(int tick) const {
443443
if (sar_trace_bbox_ent_draw.GetBool()) {
444444
auto &boxes = trace.hitboxes[slot][localtick];
445445

446+
MeshId allVphysMesh = OverlayRender::createMesh(
447+
RenderCallback::constant({255, 0, 0, 20}),
448+
RenderCallback::constant({255, 0, 0, 255})
449+
);
446450
for (auto &vphys : boxes.vphys) {
447-
MeshId mesh = OverlayRender::createMesh(
448-
RenderCallback::constant({ 255, 0, 0, 20 }),
449-
RenderCallback::constant({ 255, 0, 0, 255 })
450-
);
451451
for (size_t i = 0; i < vphys.verts.size(); i += 3) {
452452
Vector a = vphys.verts[i+0];
453453
Vector b = vphys.verts[i+1];
454454
Vector c = vphys.verts[i+2];
455-
OverlayRender::addTriangle(mesh, a, b, c, true);
455+
OverlayRender::addTriangle(allVphysMesh, a, b, c, true);
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}
457457
}
458458

459+
MeshId allBspMesh = OverlayRender::createMesh(
460+
RenderCallback::constant({0, 0, 255, 20}),
461+
RenderCallback::constant({0, 0, 255, 255})
462+
);
459463
for (auto &bsp : boxes.bsps) {
460-
MeshId mesh = OverlayRender::createMesh(
461-
RenderCallback::constant({ 0, 0, 255, 20 }),
462-
RenderCallback::constant({ 0, 0, 255, 255 })
463-
);
464464
for (size_t i = 0; i < bsp.verts.size(); i += 3) {
465465
Vector a = bsp.verts[i+0];
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Vector b = bsp.verts[i+1];
467467
Vector c = bsp.verts[i+2];
468-
OverlayRender::addTriangle(mesh, a, b, c, true);
468+
OverlayRender::addTriangle(allBspMesh, a, b, c, true);
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}
470470
}
471471

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