Files
DarkflameServer/dNavigation/dTerrain/RawChunk.cpp
Aaron Kimbrell 746919b3d2 fix: skip raw terrain chunk data with 64 bit relative seeks
Each skip computed an absolute offset as a 32 bit tellg plus a size
product in 32 bit math (colorMapSize * colorMapSize * 4 and friends),
which wraps for large values and can seek backwards. The skips are now
relative to the current position with the size promoted to
std::streamoff first. Offsets are unchanged for every real terrain file,
so this only removes the overflow the TODO asked about.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:47 -05:00

2.7 KiB