s/fs_basedir/fs_userdir/g

This commit is contained in:
Jeff Teunissen 2000-05-21 20:28:44 +00:00
parent dedb64fc98
commit c40d97b99c
3 changed files with 28 additions and 28 deletions

View file

@ -68,12 +68,12 @@ typedef struct cvar_alias_s
#define CVAR_NORESTART 1024 // do not clear when a cvar_restart is issued
#define CVAR_LATCH 2048 // will only change when C code next does
// a Cvar_Get(), so it can't be changed
#define CVAR_TEMP 4906 // can be set even when cheats are
#define CVAR_TEMP 4096 // can be set even when cheats are
// disabled, but is not archived
// Zoid| A good CVAR_ROM example is basepath. The code should read "cvar_t
// *fs_basepath = CvarGet("fs_basepath", ".", CVAR_ROM); The user can
// override that with +set fs_basepath <blah> since the command line +set gets
// Zoid| A good CVAR_ROM example is userpath. The code should read "cvar_t
// *fs_userpath = CvarGet("fs_userpath", ".", CVAR_ROM); The user can
// override that with +set fs_userpath <blah> since the command line +set gets
// created _before_ the C code for fs_basepath setup is called. The code goes
// "look, the user made fs_basepath already", uses the users value, but sets
// CVAR_ROM as per the call.

View file

@ -67,7 +67,7 @@
#endif
#include <cl_slist.h>
extern cvar_t *fs_basepath;
extern cvar_t *fs_userpath;
extern cvar_t *fs_sharepath;
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.

View file

@ -74,27 +74,27 @@ extern qboolean is_server;
/*
All of Quake's data access is through a hierchal file system, but the
contents of the file system can be transparently merged from several
sources.
All of Quake's data access is through a hierchical file system, but the
contents of the file system can be transparently merged from several
sources.
The "base directory" is the path to the directory holding the quake.exe
and all game directories. The sys_* files pass this to host_init in
quakeparms_t->basedir. This can be overridden with the "-basedir"
command line parm to allow code debugging in a different directory.
The base directory is only used during filesystem initialization.
The "user directory" is the path to the directory holding the quake.exe
and all game directories. The sys_* files pass this to host_init in
quakeparms_t->basedir. This can be overridden with the "-basedir"
command line parm to allow code debugging in a different directory.
The base directory is only used during filesystem initialization.
The "game directory" is the first tree on the search path and directory
that all generated files (savegames, screenshots, demos, config files)
will be saved to. This can be overridden with the "-game" command line
parameter. The game directory can never be changed while quake is
executing. This is a precacution against having a malicious server
instruct clients to write files over areas they shouldn't.
The "game directory" is the first tree on the search path and directory
that all generated files (savegames, screenshots, demos, config files)
will be saved to. This can be overridden with the "-game" command line
parameter. The game directory can never be changed while quake is
executing. This is a precacution against having a malicious server
instruct clients to write files over areas they shouldn't.
The "cache directory" is only used during development to save network
bandwidth, especially over ISDN / T1 lines. If there is a cache directory
specified, when a file is found by the normal search path, it will be
mirrored into the cache directory, then opened there.
The "cache directory" is only used during development to save network
bandwidth, especially over ISDN / T1 lines. If there is a cache directory
specified, when a file is found by the normal search path, it will be
mirrored into the cache directory, then opened there.
*/
/*
@ -107,7 +107,7 @@ QUAKE FILESYSTEM
char gamedirfile[MAX_OSPATH];
cvar_t *fs_basepath;
cvar_t *fs_userpath;
cvar_t *fs_sharepath;
#ifdef GENERATIONS
@ -930,7 +930,7 @@ COM_AddDirectory (char *dir)
strcpy (com_gamedir, dir);
} else {
strcpy (gamedirfile, dir);
strcpy (com_gamedir, va("%s/%s", fs_basepath->string, dir));
strcpy (com_gamedir, va("%s/%s", fs_userpath->string, dir));
}
//
@ -962,9 +962,9 @@ COM_AddGameDirectory (char *dir)
Con_DPrintf ("COM_AddGameDirectory (\"%s/%s\")\n",
fs_sharepath->string, dir);
if (strcmp (fs_sharepath->string, fs_basepath->string) != 0)
if (strcmp (fs_sharepath->string, fs_userpath->string) != 0)
COM_AddDirectory (va("%s/%s", fs_sharepath->string, dir));
COM_AddDirectory (va("%s/%s", fs_basepath->string, dir));
COM_AddDirectory (va("%s/%s", fs_userpath->string, dir));
}
/*
@ -1064,7 +1064,7 @@ void COM_Gamedir_f (void)
void
COM_InitFilesystem ( void )
{
fs_basepath = Cvar_Get ("fs_basepath", FS_USERPATH, CVAR_ROM,
fs_userpath = Cvar_Get ("fs_userpath", FS_USERPATH, CVAR_ROM,
"the location of your game directories");
fs_sharepath = Cvar_Get ("fs_sharepath", FS_SHAREPATH,
CVAR_ROM, "read-only game directories");