mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-22 04:01:17 +00:00
some oldtree cruft for rogue/hipnotic removed (we'll support them in a
very different way than did Id Software did later on, it'll be a major improvement, that's for sure..) fs_basegame Cvar created, defaults to whatever you selected in config.h, most likely id1.
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parent
91e380d3b3
commit
efb2d99e22
4 changed files with 18 additions and 37 deletions
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@ -60,7 +60,6 @@ extern qboolean host_initialized; /* True if into command execution. */
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extern double host_frametime;
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extern double realtime; /* Not bounded in any way, changed at
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start of every frame, never reset */
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extern qboolean standard_quake, rogue, hipnotic;
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char *va(char *format, ...);
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// does a varargs printf into a temp buffer
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@ -60,7 +60,6 @@ int com_argc;
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char **com_argv;
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char *com_cmdline;
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cvar_t *cmdline;
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qboolean standard_quake = true, rogue, hipnotic;
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/*
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================
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@ -133,18 +132,6 @@ void COM_InitArgv (int argc, char **argv)
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largv[com_argc] = argvdummy;
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com_argv = largv;
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if (COM_CheckParm ("-rogue"))
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{
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rogue = true;
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standard_quake = false;
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}
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if (COM_CheckParm ("-hipnotic"))
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{
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hipnotic = true;
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standard_quake = false;
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}
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}
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/*
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@ -104,6 +104,7 @@ char gamedirfile[MAX_OSPATH];
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cvar_t *fs_userpath;
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cvar_t *fs_sharepath;
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cvar_t *fs_basegame;
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int com_filesize;
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@ -830,9 +831,10 @@ COM_Gamedir (char *dir)
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//
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Cache_Flush ();
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if (strcmp (dir, BASEGAME) == 0)
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if (strcmp (dir, fs_basegame->string) == 0)
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return;
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if (strcmp (dir, "qw") == 0)
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if (strcmp (dir, "qw") == 0
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&& strcmp (fs_basegame->string, "id1") == 0)
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return;
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COM_AddGameDirectory (dir);
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@ -886,27 +888,26 @@ void
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COM_InitFilesystem ( void )
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{
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fs_sharepath = Cvar_Get ("fs_sharepath", FS_SHAREPATH, CVAR_ROM,
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"The location of shared game directories");
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"location of shared (read only) game directories");
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fs_userpath = Cvar_Get ("fs_userpath", FS_USERPATH, CVAR_ROM,
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"The location of your game directories");
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"location of your game directories");
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fs_basegame = Cvar_Get ("fs_basegame", BASEGAME, CVAR_ROM,
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"game to use by default");
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Cmd_AddCommand ("gamedir", COM_Gamedir_f);
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/*
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start up with BASEGAME by default
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start up with basegame->string by default
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*/
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COM_CreatePath (va("%s/%s/dummy", fs_userpath->string,BASEGAME));
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COM_AddGameDirectory (BASEGAME);
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if (hipnotic) {
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COM_CreatePath (va("%s/%s/dummy", fs_userpath->string,"hipnotic"));
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COM_AddGameDirectory ("hipnotic");
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}
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if (rogue) {
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COM_CreatePath (va("%s/%s/dummy", fs_userpath->string,"rogue"));
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COM_AddGameDirectory ("rogue");
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}
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COM_CreatePath (va("%s/%s/dummy", fs_userpath->string,
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fs_basegame->string));
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COM_AddGameDirectory(fs_basegame->string);
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COM_CreatePath (va("%s/qw/dummy", fs_userpath->string));
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COM_AddGameDirectory ("qw");
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// If we're dealing with id1, use qw too
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if (stricmp (fs_basegame->string, "id1") == 0)
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{
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COM_CreatePath (va("%s/qw/dummy", fs_userpath->string));
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COM_AddGameDirectory ("qw");
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}
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// any set gamedirs will be freed up to here
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com_base_searchpaths = com_searchpaths;
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@ -181,12 +181,6 @@ int main(int argc, char *argv[])
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parms.basedir = BASEDIR;
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/*
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if (Sys_FileTime ("id1/pak0.pak") != -1)
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else
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parms.basedir = "/raid/quake/v2";
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*/
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SV_Init (&parms);
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// run one frame immediately for first heartbeat
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