diff --git a/code/3DSHelper.h b/code/3DSHelper.h index fd19e1dac..40f1625e2 100644 --- a/code/3DSHelper.h +++ b/code/3DSHelper.h @@ -379,7 +379,7 @@ struct Material static int iCnt = 0; char szTemp[128]; - sprintf(szTemp,"UNNAMED_%i",iCnt++); + snprintf(szTemp, 128, "UNNAMED_%i",iCnt++); mName = szTemp; } @@ -435,7 +435,7 @@ struct Mesh : public MeshWithSmoothingGroups // Generate a default name for the mesh char szTemp[128]; - ::sprintf(szTemp,"UNNAMED_%i",iCnt++); + ::snprintf(szTemp, 128, "UNNAMED_%i",iCnt++); mName = szTemp; } @@ -495,7 +495,7 @@ struct Node // Generate a default name for the node char szTemp[128]; - ::sprintf(szTemp,"UNNAMED_%i",iCnt++); + ::snprintf(szTemp, 128, "UNNAMED_%i",iCnt++); mName = szTemp; aRotationKeys.reserve (20); diff --git a/code/ACLoader.cpp b/code/ACLoader.cpp index d558608d8..f5dfbea8d 100644 --- a/code/ACLoader.cpp +++ b/code/ACLoader.cpp @@ -211,7 +211,7 @@ void AC3DImporter::LoadObjectSection(std::vector& objects) // Generate a default name for both the light source and the node // FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version. - light->mName.length = ::sprintf(light->mName.data,"ACLight_%i",static_cast(mLights->size())-1); + light->mName.length = ::snprintf(light->mName.data, MAXLEN, "ACLight_%i",static_cast(mLights->size())-1); obj.name = std::string( light->mName.data ); DefaultLogger::get()->debug("AC3D: Light source encountered"); @@ -733,13 +733,13 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object, switch (object.type) { case Object::Group: - node->mName.length = ::sprintf(node->mName.data,"ACGroup_%i",groups++); + node->mName.length = ::snprintf(node->mName.data, MAXLEN, "ACGroup_%i",groups++); break; case Object::Poly: - node->mName.length = ::sprintf(node->mName.data,"ACPoly_%i",polys++); + node->mName.length = ::snprintf(node->mName.data, MAXLEN, "ACPoly_%i",polys++); break; case Object::Light: - node->mName.length = ::sprintf(node->mName.data,"ACLight_%i",lights++); + node->mName.length = ::snprintf(node->mName.data, MAXLEN, "ACLight_%i",lights++); break; // there shouldn't be more than one world, but we don't care diff --git a/code/UnrealLoader.cpp b/code/UnrealLoader.cpp index 6bb0409ae..16f71f440 100644 --- a/code/UnrealLoader.cpp +++ b/code/UnrealLoader.cpp @@ -377,7 +377,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile, aiColor3D color(1.f,1.f,1.f); aiString s; - ::sprintf( s.data, MAXLEN, "mat%u_tx%u_",i,materials[i].tex ); + ::snprintf( s.data, MAXLEN, "mat%u_tx%u_",i,materials[i].tex ); // set the two-sided flag if (materials[i].type == Unreal::MF_NORMAL_TS) {