mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2025-01-18 06:22:30 +00:00
Abstracted "save" folder name for 64-bit portability.
This commit is contained in:
parent
9622f2d370
commit
a523e11915
4 changed files with 86 additions and 40 deletions
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@ -30,6 +30,12 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define BASEDIRNAME "baseq2"
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#if defined (_M_X64) || defined (_M_AMD64) || defined (__x86_64__)
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#define SAVEDIRNAME "save_x64"
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#else
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#define SAVEDIRNAME "save"
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#endif
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#define DEFAULTPAK "pak"
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#define DEFAULTMODEL "male"
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#define DEFAULTSKIN "grunt"
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@ -167,15 +167,19 @@ void SV_WipeSavegame (char *savename)
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Com_DPrintf("SV_WipeSaveGame(%s)\n", savename);
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Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Savegamedir (), savename); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Savegamedir (), savename); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/%s/server.ssv", FS_Savegamedir (), savename); // was FS_Gamedir()
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remove (name);
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Com_sprintf (name, sizeof(name), "%s/save/%s/game.ssv", FS_Savegamedir (), savename); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/%s/game.ssv", FS_Savegamedir (), savename); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/%s/game.ssv", FS_Savegamedir (), savename); // was FS_Gamedir()
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remove (name);
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// Knightmare- delete screenshot
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Com_sprintf (name, sizeof(name), "%s/save/%s/shot.jpg", FS_Savegamedir (), savename); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/%s/shot.jpg", FS_Savegamedir (), savename); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/%s/shot.jpg", FS_Savegamedir (), savename); // was FS_Gamedir()
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remove (name);
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Com_sprintf (name, sizeof(name), "%s/save/%s/*.sav", FS_Savegamedir (), savename); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/%s/*.sav", FS_Savegamedir (), savename); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/%s/*.sav", FS_Savegamedir (), savename); // was FS_Gamedir()
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s = Sys_FindFirst( name, 0, 0 );
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while (s)
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{
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@ -183,7 +187,8 @@ void SV_WipeSavegame (char *savename)
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s = Sys_FindNext( 0, 0 );
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}
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Sys_FindClose ();
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Com_sprintf (name, sizeof(name), "%s/save/%s/*.sv2", FS_Savegamedir (), savename); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/%s/*.sv2", FS_Savegamedir (), savename); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/%s/*.sv2", FS_Savegamedir (), savename); // was FS_Gamedir()
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s = Sys_FindFirst(name, 0, 0 );
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while (s)
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{
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@ -191,7 +196,8 @@ void SV_WipeSavegame (char *savename)
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s = Sys_FindNext( 0, 0 );
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}
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Sys_FindClose ();
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Com_sprintf (name, sizeof(name), "%s/save/%s/*.savz", FS_Savegamedir(), savename); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/%s/*.savz", FS_Savegamedir(), savename); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/%s/*.savz", FS_Savegamedir(), savename); // was FS_Gamedir()
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s = Sys_FindFirst(name, 0, 0 );
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while (s)
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{
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@ -224,36 +230,45 @@ void SV_CopySaveGame (char *src, char *dst)
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SV_WipeSavegame (dst);
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// copy the savegame over
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Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Savegamedir(), src); // was FS_Gamedir()
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Com_sprintf (name2, sizeof(name2), "%s/save/%s/server.ssv", FS_Savegamedir(), dst); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Savegamedir(), src); // was FS_Gamedir()
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// Com_sprintf (name2, sizeof(name2), "%s/save/%s/server.ssv", FS_Savegamedir(), dst); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/%s/server.ssv", FS_Savegamedir(), src); // was FS_Gamedir()
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Com_sprintf (name2, sizeof(name2), "%s/"SAVEDIRNAME"/%s/server.ssv", FS_Savegamedir(), dst); // was FS_Gamedir()
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FS_CreatePath (name2);
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FS_CopyFile (name, name2);
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Com_sprintf (name, sizeof(name), "%s/save/%s/game.ssv", FS_Savegamedir(), src); // was FS_Gamedir()
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Com_sprintf (name2, sizeof(name2), "%s/save/%s/game.ssv", FS_Savegamedir(), dst); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/%s/game.ssv", FS_Savegamedir(), src); // was FS_Gamedir()
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// Com_sprintf (name2, sizeof(name2), "%s/save/%s/game.ssv", FS_Savegamedir(), dst); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/%s/game.ssv", FS_Savegamedir(), src); // was FS_Gamedir()
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Com_sprintf (name2, sizeof(name2), "%s/"SAVEDIRNAME"/%s/game.ssv", FS_Savegamedir(), dst); // was FS_Gamedir()
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FS_CopyFile (name, name2);
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// Knightmare- copy screenshot
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if (strcmp(dst, "kmq2save0")) // no screenshot for start of level autosaves
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{
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Com_sprintf (name, sizeof(name), "%s/save/%s/shot.jpg", FS_Savegamedir(), src); // was FS_Gamedir()
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Com_sprintf (name2, sizeof(name2), "%s/save/%s/shot.jpg", FS_Savegamedir(), dst); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/%s/shot.jpg", FS_Savegamedir(), src); // was FS_Gamedir()
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// Com_sprintf (name2, sizeof(name2), "%s/save/%s/shot.jpg", FS_Savegamedir(), dst); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/%s/shot.jpg", FS_Savegamedir(), src); // was FS_Gamedir()
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Com_sprintf (name2, sizeof(name2), "%s/"SAVEDIRNAME"/%s/shot.jpg", FS_Savegamedir(), dst); // was FS_Gamedir()
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FS_CopyFile (name, name2);
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}
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Com_sprintf (name, sizeof(name), "%s/save/%s/", FS_Savegamedir(), src); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/%s/", FS_Savegamedir(), src); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/%s/", FS_Savegamedir(), src); // was FS_Gamedir()
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len = (int)strlen(name);
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// Com_sprintf (name, sizeof(name), "%s/save/%s/*.sav", FS_Savegamedir(), src); // was FS_Gamedir()
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for (i = 0; i < 2; i++)
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{
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Com_sprintf (name, sizeof(name), "%s/save/%s/*.%s", FS_Savegamedir(), src, saveExtensions[i]); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/%s/*.%s", FS_Savegamedir(), src, saveExtensions[i]); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/%s/*.%s", FS_Savegamedir(), src, saveExtensions[i]); // was FS_Gamedir()
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extLen = (int)strlen (saveExtensions[i]);
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found = Sys_FindFirst (name, 0, 0);
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while (found)
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{
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// strncpy (name+len, found+len);
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Q_strncpyz (name+len, found+len, sizeof(name)-len);
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Com_sprintf (name2, sizeof(name2), "%s/save/%s/%s", FS_Savegamedir(), dst, found+len); // was FS_Gamedir()
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// Com_sprintf (name2, sizeof(name2), "%s/save/%s/%s", FS_Savegamedir(), dst, found+len); // was FS_Gamedir()
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Com_sprintf (name2, sizeof(name2), "%s/"SAVEDIRNAME"/%s/%s", FS_Savegamedir(), dst, found+len); // was FS_Gamedir()
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FS_CopyFile (name, name2);
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if (i == 0)
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@ -292,7 +307,8 @@ void SV_WriteLevelFile (void)
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Com_DPrintf("SV_WriteLevelFile()\n");
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Com_sprintf (zipName, sizeof(zipName), "/save/current/%s.savz", sv.name);
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// Com_sprintf (zipName, sizeof(zipName), "/save/current/%s.savz", sv.name);
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Com_sprintf (zipName, sizeof(zipName), "/"SAVEDIRNAME"/current/%s.savz", sv.name);
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Com_sprintf (intName, sizeof(intName), "%s.sv2", sv.name);
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FS_FOpenCompressedFile (zipName, intName, &f, FS_WRITE);
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if (!f)
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@ -309,7 +325,8 @@ void SV_WriteLevelFile (void)
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Com_DPrintf("SV_WriteLevelFile()\n");
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Com_sprintf (name, sizeof(name), "%s/save/current/%s.sv2", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/current/%s.sv2", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/current/%s.sv2", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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f = fopen(name, "wb");
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if (!f)
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{
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@ -321,11 +338,13 @@ void SV_WriteLevelFile (void)
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fclose (f);
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#endif // COMPRESSED_SAVEGAMES
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Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/current/%s.sav", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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ge->WriteLevel (name);
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#ifdef COMPRESSED_SAVEGAMES
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// compress .sav into .savz
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Com_sprintf (zipName, sizeof(zipName), "/save/current/%s.savz", sv.name);
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// Com_sprintf (zipName, sizeof(zipName), "/save/current/%s.savz", sv.name);
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Com_sprintf (zipName, sizeof(zipName), "/"SAVEDIRNAME"/current/%s.savz", sv.name);
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Com_sprintf (intName, sizeof(intName), "%s.sav", sv.name);
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FS_CompressFile (name, zipName, intName);
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Com_DPrintf("SV_ReadLevelFile()\n");
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#ifdef COMPRESSED_SAVEGAMES // check for compressed .savz file here
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Com_sprintf (zipName, sizeof(zipName), "save/current/%s.savz", sv.name);
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// Com_sprintf (zipName, sizeof(zipName), "save/current/%s.savz", sv.name);
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Com_sprintf (zipName, sizeof(zipName), SAVEDIRNAME"/current/%s.savz", sv.name);
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Com_sprintf (intName, sizeof(intName), "%s.sv2", sv.name);
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FS_FOpenCompressedFile (zipName, intName, &f, FS_READ);
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@ -366,7 +386,8 @@ void SV_ReadLevelFile (void)
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else
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#endif // COMPRESSED_SAVEGAMES
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{
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Com_sprintf (name, sizeof(name), "save/current/%s.sv2", sv.name);
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// Com_sprintf (name, sizeof(name), "save/current/%s.sv2", sv.name);
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Com_sprintf (name, sizeof(name), SAVEDIRNAME"/current/%s.sv2", sv.name);
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FS_FOpenFile (name, &f, FS_READ);
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if (!f)
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{
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@ -378,12 +399,14 @@ void SV_ReadLevelFile (void)
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FS_FCloseFile(f);
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}
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Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/current/%s.sav", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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#ifdef COMPRESSED_SAVEGAMES
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// check for .sav; if not present, decompress from .savz
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fp = fopen (name, "rb");
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if (!fp) {
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Com_sprintf (zipName, sizeof(zipName), "save/current/%s.savz", sv.name);
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// Com_sprintf (zipName, sizeof(zipName), "save/current/%s.savz", sv.name);
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Com_sprintf (zipName, sizeof(zipName), SAVEDIRNAME"/current/%s.savz", sv.name);
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Com_sprintf (intName, sizeof(intName), "%s.sav", sv.name);
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FS_DecompressFile (name, zipName, intName);
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}
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@ -409,7 +432,8 @@ void SV_WriteScreenshot (void)
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Com_DPrintf("SV_WriteScreenshot()\n");
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Com_sprintf (name, sizeof(name), "%s/save/current/shot.jpg", FS_Savegamedir()); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/current/shot.jpg", FS_Savegamedir()); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/current/shot.jpg", FS_Savegamedir()); // was FS_Gamedir()
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R_ScaledScreenshot(name);
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}
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@ -433,7 +457,8 @@ void SV_WriteServerFile (qboolean autosave, qboolean quicksave)
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Com_DPrintf("SV_WriteServerFile(%s)\n", autosave ? "true" : "false");
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Com_sprintf (fileName, sizeof(fileName), "%s/save/current/server.ssv", FS_Savegamedir()); // was FS_Gamedir()
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// Com_sprintf (fileName, sizeof(fileName), "%s/save/current/server.ssv", FS_Savegamedir()); // was FS_Gamedir()
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Com_sprintf (fileName, sizeof(fileName), "%s/"SAVEDIRNAME"/current/server.ssv", FS_Savegamedir()); // was FS_Gamedir()
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f = fopen (fileName, "wb");
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if (!f)
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{
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@ -518,7 +543,8 @@ void SV_WriteServerFile (qboolean autosave, qboolean quicksave)
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fclose (f);
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// write game state
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Com_sprintf (fileName, sizeof(fileName), "%s/save/current/game.ssv", FS_Savegamedir()); // was FS_Gamedir()
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// Com_sprintf (fileName, sizeof(fileName), "%s/save/current/game.ssv", FS_Savegamedir()); // was FS_Gamedir()
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Com_sprintf (fileName, sizeof(fileName), "%s/"SAVEDIRNAME"/current/game.ssv", FS_Savegamedir()); // was FS_Gamedir()
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ge->WriteGame (fileName, autosave);
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}
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Com_DPrintf("SV_ReadServerFile()\n");
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Com_sprintf (fileName, sizeof(fileName), "save/current/server.ssv");
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// Com_sprintf (fileName, sizeof(fileName), "save/current/server.ssv");
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Com_sprintf (fileName, sizeof(fileName), SAVEDIRNAME"/current/server.ssv");
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FS_FOpenFile (fileName, &f, FS_READ);
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if (!f)
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{
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@ -583,7 +610,8 @@ void SV_ReadServerFile (void)
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Q_strncpyz (svs.mapcmd, mapcmd, sizeof(svs.mapcmd));
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// read game state
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Com_sprintf (fileName, sizeof(fileName), "%s/save/current/game.ssv", FS_Savegamedir()); // was FS_Gamedir()
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// Com_sprintf (fileName, sizeof(fileName), "%s/save/current/game.ssv", FS_Savegamedir()); // was FS_Gamedir()
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Com_sprintf (fileName, sizeof(fileName), "%s/"SAVEDIRNAME"/current/game.ssv", FS_Savegamedir()); // was FS_Gamedir()
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ge->ReadGame (fileName);
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}
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@ -643,7 +671,8 @@ void SV_GameMap_f (void)
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Com_DPrintf("SV_GameMap(%s)\n", Cmd_Argv(1));
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FS_CreatePath (va("%s/save/current/", FS_Savegamedir())); // was FS_Gamedir()
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// FS_CreatePath (va("%s/save/current/", FS_Savegamedir())); // was FS_Gamedir()
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FS_CreatePath (va("%s/"SAVEDIRNAME"/current/", FS_Savegamedir())); // was FS_Gamedir()
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// check for clearing the current savegame
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map = Cmd_Argv(1);
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}
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// make sure the server.ssv file exists
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Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Savegamedir(), Cmd_Argv(1)); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Savegamedir(), Cmd_Argv(1)); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/%s/server.ssv", FS_Savegamedir(), Cmd_Argv(1)); // was FS_Gamedir()
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f = fopen (name, "rb");
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if (!f)
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{
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@ -783,9 +813,11 @@ void SV_Loadgame_f (void)
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// Knightmare- set saveshot name
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if ( !dedicated->value && (!strcmp(Cmd_Argv(1), "quick") || !strcmp(Cmd_Argv(1), "quik")) )
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{
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Com_sprintf(sv_loadshotname, sizeof(sv_loadshotname), "save/%s/shot.jpg", Cmd_Argv(1));
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// Com_sprintf(sv_loadshotname, sizeof(sv_loadshotname), "save/%s/shot.jpg", Cmd_Argv(1));
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Com_sprintf(sv_loadshotname, sizeof(sv_loadshotname), SAVEDIRNAME"/%s/shot.jpg", Cmd_Argv(1));
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R_FreePic (sv_loadshotname);
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Com_sprintf(sv_loadshotname, sizeof(sv_loadshotname), "/save/%s/shot.jpg", Cmd_Argv(1));
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// Com_sprintf(sv_loadshotname, sizeof(sv_loadshotname), "/save/%s/shot.jpg", Cmd_Argv(1));
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Com_sprintf(sv_loadshotname, sizeof(sv_loadshotname), "/"SAVEDIRNAME"/%s/shot.jpg", Cmd_Argv(1));
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load_saveshot = sv_loadshotname;
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}
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@ -141,12 +141,14 @@ void SV_CheckForSavegame (void)
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if (Cvar_VariableValue ("deathmatch"))
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return;
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Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/current/%s.sav", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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f = fopen (name, "rb");
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if (!f)
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#ifdef COMPRESSED_SAVEGAMES
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{
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Com_sprintf (name, sizeof(name), "%s/save/current/%s.savz", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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// Com_sprintf (name, sizeof(name), "%s/save/current/%s.savz", FS_Savegamedir(), sv.name); // was FS_Gamedir()
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Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/current/%s.savz", FS_Savegamedir(), sv.name); // was FS_Gamedir()
|
||||
f = fopen (name, "rb");
|
||||
if (!f)
|
||||
return; // no savegame
|
||||
|
|
|
@ -72,7 +72,8 @@ void Load_Savestrings (qboolean update)
|
|||
|
||||
for (i=0; i<MAX_SAVEGAMES; i++)
|
||||
{
|
||||
Com_sprintf (name, sizeof(name), "%s/save/kmq2save%i/server.ssv", FS_Savegamedir(), i); // was FS_Gamedir()
|
||||
// Com_sprintf (name, sizeof(name), "%s/save/kmq2save%i/server.ssv", FS_Savegamedir(), i); // was FS_Gamedir()
|
||||
Com_sprintf (name, sizeof(name), "%s/"SAVEDIRNAME"/kmq2save%i/server.ssv", FS_Savegamedir(), i); // was FS_Gamedir()
|
||||
|
||||
old_timestamp = m_savetimestamps[i];
|
||||
stat(name, &st);
|
||||
|
@ -95,7 +96,8 @@ void Load_Savestrings (qboolean update)
|
|||
else
|
||||
{
|
||||
fclose (fp);
|
||||
Com_sprintf (name, sizeof(name), "save/kmq2save%i/server.ssv", i);
|
||||
// Com_sprintf (name, sizeof(name), "save/kmq2save%i/server.ssv", i);
|
||||
Com_sprintf (name, sizeof(name), SAVEDIRNAME"/kmq2save%i/server.ssv", i);
|
||||
FS_FOpenFile (name, &f, FS_READ);
|
||||
if (!f)
|
||||
{
|
||||
|
@ -142,9 +144,11 @@ void ValidateSaveshots (void)
|
|||
Com_sprintf(shotname, sizeof(shotname), "/levelshots/%s.pcx", m_mapname);
|
||||
else
|
||||
{ // free previously loaded shots
|
||||
Com_sprintf(shotname, sizeof(shotname), "save/kmq2save%i/shot.jpg", i);
|
||||
// Com_sprintf(shotname, sizeof(shotname), "save/kmq2save%i/shot.jpg", i);
|
||||
Com_sprintf(shotname, sizeof(shotname), SAVEDIRNAME"/kmq2save%i/shot.jpg", i);
|
||||
R_FreePic (shotname);
|
||||
Com_sprintf(shotname, sizeof(shotname), "/save/kmq2save%i/shot.jpg", i);
|
||||
// Com_sprintf(shotname, sizeof(shotname), "/save/kmq2save%i/shot.jpg", i);
|
||||
Com_sprintf(shotname, sizeof(shotname), "/"SAVEDIRNAME"/kmq2save%i/shot.jpg", i);
|
||||
}
|
||||
if (R_DrawFindPic(shotname))
|
||||
m_saveshotvalid[i] = true;
|
||||
|
@ -232,7 +236,8 @@ void DrawSaveshot (qboolean loadmenu)
|
|||
}
|
||||
else if ( m_savevalid[i] && m_saveshotvalid[i] )
|
||||
{
|
||||
Com_sprintf(shotname, sizeof(shotname), "/save/kmq2save%i/shot.jpg", i);
|
||||
// Com_sprintf(shotname, sizeof(shotname), "/save/kmq2save%i/shot.jpg", i);
|
||||
Com_sprintf(shotname, sizeof(shotname), "/"SAVEDIRNAME"/kmq2save%i/shot.jpg", i);
|
||||
|
||||
SCR_DrawPic (SCREEN_WIDTH/2+46, SCREEN_HEIGHT/2-58, 240, 180, ALIGN_CENTER, shotname, 1.0);
|
||||
}
|
||||
|
@ -261,7 +266,8 @@ void LoadGameCallback (void *self)
|
|||
// set saveshot name here
|
||||
if ( m_saveshotvalid[ a->generic.localdata[0] ] && (a->generic.localdata[0] != 0) ) // autosave has no saveshot, but uses levelshot instead
|
||||
{
|
||||
Com_sprintf(loadshotname, sizeof(loadshotname), "/save/kmq2save%i/shot.jpg", a->generic.localdata[0]);
|
||||
// Com_sprintf(loadshotname, sizeof(loadshotname), "/save/kmq2save%i/shot.jpg", a->generic.localdata[0]);
|
||||
Com_sprintf(loadshotname, sizeof(loadshotname), "/"SAVEDIRNAME"/kmq2save%i/shot.jpg", a->generic.localdata[0]);
|
||||
load_saveshot = loadshotname; }
|
||||
else {
|
||||
load_saveshot = NULL;
|
||||
|
|
Loading…
Reference in a new issue