aiColor3D color(1.f,1.f,1.f);
aiString s;
- ::sprintf(s.data,"mat%u_tx%u_",i,materials[i].tex);
+ ::sprintf( s.data, MAXLEN, "mat%u_tx%u_",i,materials[i].tex );
// set the two-sided flag
if (materials[i].type == Unreal::MF_NORMAL_TS) {
// a special name for the weapon attachment point
if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) {
- s.length = ::sprintf(s.data,"$WeaponTag$");
+ s.length = ::snprintf( s.data, MAXLEN, "$WeaponTag$" );
color = aiColor3D(0.f,0.f,0.f);
}