if (com_token[0] == '}')
break; // end of worldspawn
if (com_token[0] == '_')
- strcpy(key, com_token + 1);
+ strlcpy (key, com_token + 1, sizeof (key));
else
- strcpy(key, com_token);
+ strlcpy (key, com_token, sizeof (key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
if (!COM_ParseToken(&data, false))
return; // error
- strcpy(value, com_token);
+ strlcpy (value, com_token, sizeof (value));
if (!strcmp("sky", key))
R_SetSkyBox(value);
else if (!strcmp("skyname", key)) // non-standard, introduced by QuakeForge... sigh.
Host_Error ("Server sent too many model precaches\n");
if (strlen(str) >= MAX_QPATH)
Host_Error ("Server sent a precache name of %i characters (max %i)", strlen(str), MAX_QPATH - 1);
- strcpy(parse_model_precache[nummodels], str);
+ strlcpy (parse_model_precache[nummodels], str, sizeof (parse_model_precache[nummodels]));
}
// parse sound precache list
for (numsounds=1 ; ; numsounds++)
Host_Error("Server sent too many sound precaches\n");
if (strlen(str) >= MAX_QPATH)
Host_Error("Server sent a precache name of %i characters (max %i)", strlen(str), MAX_QPATH - 1);
- strcpy(parse_sound_precache[numsounds], str);
+ strlcpy (parse_sound_precache[numsounds], str, sizeof (parse_sound_precache[numsounds]));
}
// touch all of the precached models that are still loaded so we can free
cl.stats[STAT_CELLS] = MSG_ReadByte();
i = MSG_ReadByte ();
+
if (gamemode == GAME_HIPNOTIC || gamemode == GAME_ROGUE)
i = (1<<i);
// GAME_NEXUIZ hud needs weapon change time
{
char description[32*64], temp[64];
int count;
- strcpy(description, "packet dump: ");
+ strcpy (description, "packet dump: ");
i = cmdcount - 32;
if (i < 0)
i = 0;