Guard: grenade impact particles out of the colour table

Mörsergranate's explosion crashed twice reading the colour of a particle
with a huge life (sacred.exe+0x361b54). Particles with life >= 256 or the
unset fourth row are switched off before drawing; logged cases were all
row 3 with garbage sizes.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
khallaandClaude Opus 5.5 committed 2026-10-26 23:39:20 +01:00
1 parent 91e7f844cc
commit 42b99526a4
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+11
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@@ -76,3 +76,14 @@ a game::Art tooltip filter adds "Explosionsradius: N" after the last value
line of each level section (current level, and the next level's in the skill
book), in that line's colour, from the same `ImpactRadiusAt(level)` as the
hit check and the marker.
## Grenade impact crash (2026-10-26)
Crashes at sacred.exe+0x361b54 (2026-10-26 00:12 and 22:39) in the particle
drawer `0x7613e0`, called by `cParticleSystem_grenadeimpact::Render` (vf04
0x7b66b0): colour = table +0x20d0 at row (+0x3d) * 256 + life (+0x2c), and a
particle had a life of over 500000. Guard (`mods/guards.cpp`): live particles
with life >= 256 or row >= 3 are switched off before drawing. Logged in the
next session: 5 particles, all row 3, life 255, garbage sizes (e.g. 190555,
4.6e-40): the explosion emits into a fourth row whose emitter parameters it
never sets (vf10 0x7b6980 fills three rows at +0x30d0). No crash since.
+48
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@@ -3,6 +3,9 @@
#include <intrin.h>
#include <cstddef>
#include <cstdint>
#include "re/hook.h"
#include "re/log.h"
@@ -31,4 +34,49 @@ void __fastcall BurningBone_Render(void* self, void* edx, void* device, Matrix4
BurningBone_Render_original(self, edx, device, transform);
}
// cParticleSystem_grenadeimpact::Render (vf04 0x7b66b0, vtable 0x896cdc;
// (device, matrix by value), ret 0x44): Mörsergranate's explosion. Crashed
// twice (2026-10-26 00:12 and 22:39, sacred.exe+0x361b54 in the particle
// drawer 0x7613e0): a particle's colour is read from the table at
// +0x20d0 at row (+0x3d) * 256 + life (+0x2c), and the particle had a life of
// over 500000 (it counts down from about 255, at 250..400 per second, by
// row: cParticleSystem update 0x763ea0). Particles are 0x40 bytes in the
// vector +0x68..+0x6c; alive while life (+0x2c) and size (+0x28) are above 0.
// How a particle gets there is not known yet: such particles are switched
// off (life 0, the game's dead state) and the first ones logged.
constexpr size_t kParticlesBegin = 0x68;
constexpr size_t kParticlesEnd = 0x6c;
constexpr size_t kParticleSize = 0x40;
constexpr size_t kParticleSizeValue = 0x28; // float
constexpr size_t kParticleLife = 0x2c; // float, colour column 0..255
constexpr size_t kParticleRow = 0x3d; // u8, colour row
constexpr float kColourColumns = 256.0f;
constexpr uint8_t kGrenadeImpactRows = 3; // emitter parameter rows at +0x30d0 (0x20 bytes each)
constexpr size_t kGrenadeImpactPhase = 0x20a9; // u8: 0 burning, 1 waiting, 2 fading (vf08 0x7b64c0)
void __fastcall GrenadeImpact_Render(uint8_t* self, void* edx, void* device, Matrix4 transform);
RE_HOOK(0x007b66b0, GrenadeImpact_Render);
void __fastcall GrenadeImpact_Render(uint8_t* self, void* edx, void* device, Matrix4 transform) {
static int logged = 0;
uint8_t* begin = *reinterpret_cast<uint8_t**>(self + kParticlesBegin);
uint8_t* end = *reinterpret_cast<uint8_t**>(self + kParticlesEnd);
for (uint8_t* particle = begin; particle && particle < end; particle += kParticleSize) {
float& life = *reinterpret_cast<float*>(particle + kParticleLife);
const float size = *reinterpret_cast<const float*>(particle + kParticleSizeValue);
const uint8_t row = particle[kParticleRow];
if (!(life > 0.0f) || !(size > 0.0f) || (life < kColourColumns && row < kGrenadeImpactRows)) {
continue;
}
if (logged < 5) {
++logged;
re::Log("guards: grenade impact particle %d of %d out of range (life %g, row %u, size %g, phase %u), "
"switched off",
static_cast<int>((particle - begin) / kParticleSize), static_cast<int>((end - begin) / kParticleSize),
life, row, size, self[kGrenadeImpactPhase]);
}
life = 0.0f;
}
GrenadeImpact_Render_original(self, edx, device, transform);
}
} // namespace game