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Revert pk3dir patch because some users report the code gets stuck in an infinite loop in the new code
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2 changed files with 14 additions and 87 deletions
6
README
6
README
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@ -493,12 +493,6 @@ QuakeLive mouse acceleration (patch and this text written by TTimo from id)
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---------------------------------------------------- README for Developers -----
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---------------------------------------------------- README for Developers -----
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pk3dir
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Ioquake3 has a useful new feature for mappers. Paths in a game directory with
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the extension ".pk3dir" are treated like pak files. This means you can keep
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all files specific to your map in one directory tree and easily zip this
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folder for distribution.
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64bit mods
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64bit mods
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If you wish to compile external mods as shared libraries on a 64bit platform,
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If you wish to compile external mods as shared libraries on a 64bit platform,
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and the mod source is derived from the id Q3 SDK, you will need to modify the
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and the mod source is derived from the id Q3 SDK, you will need to modify the
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@ -2822,20 +2822,12 @@ then loads the zip headers
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*/
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*/
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void FS_AddGameDirectory( const char *path, const char *dir ) {
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void FS_AddGameDirectory( const char *path, const char *dir ) {
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searchpath_t *sp;
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searchpath_t *sp;
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int i;
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searchpath_t *search;
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searchpath_t *search;
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pack_t *pak;
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pack_t *pak;
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char curpath[MAX_OSPATH + 1], *pakfile;
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char curpath[MAX_OSPATH + 1], *pakfile;
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int numfiles;
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int numfiles;
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char **pakfiles;
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char **pakfiles;
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int pakfilesi;
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char **pakfilestmp;
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int numdirs;
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char **pakdirs;
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int pakdirsi;
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char **pakdirstmp;
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int pakwhich;
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int len;
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// Unique
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// Unique
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for ( sp = fs_searchpaths ; sp ; sp = sp->next ) {
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for ( sp = fs_searchpaths ; sp ; sp = sp->next ) {
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@ -2850,84 +2842,25 @@ void FS_AddGameDirectory( const char *path, const char *dir ) {
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Q_strncpyz(curpath, FS_BuildOSPath(path, dir, ""), sizeof(curpath));
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Q_strncpyz(curpath, FS_BuildOSPath(path, dir, ""), sizeof(curpath));
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curpath[strlen(curpath) - 1] = '\0'; // strip the trailing slash
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curpath[strlen(curpath) - 1] = '\0'; // strip the trailing slash
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// Get .pk3 files
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pakfiles = Sys_ListFiles(curpath, ".pk3", NULL, &numfiles, qfalse);
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pakfiles = Sys_ListFiles(curpath, ".pk3", NULL, &numfiles, qfalse);
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// Get top level directories (we'll filter them later since the Sys_ListFiles filtering is terrible)
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pakdirs = Sys_ListFiles(curpath, "/", NULL, &numdirs, qfalse);
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qsort( pakfiles, numfiles, sizeof(char*), paksort );
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qsort( pakfiles, numfiles, sizeof(char*), paksort );
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qsort(pakdirs, numdirs, sizeof(char *), paksort);
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pakfilesi = 0;
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for ( i = 0 ; i < numfiles ; i++ ) {
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pakdirsi = 0;
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pakfile = FS_BuildOSPath( path, dir, pakfiles[i] );
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if ( ( pak = FS_LoadZipFile( pakfile, pakfiles[i] ) ) == 0 )
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continue;
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// Log may not be initialized at this point, but it will still show in the console.
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Q_strncpyz(pak->pakPathname, curpath, sizeof(pak->pakPathname));
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// store the game name for downloading
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Q_strncpyz(pak->pakGamename, dir, sizeof(pak->pakGamename));
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fs_packFiles += pak->numfiles;
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while((pakfilesi + pakdirsi) < (numfiles + numdirs))
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search = Z_Malloc (sizeof(searchpath_t));
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{
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search->pack = pak;
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// Check if a pakfile or pakdir comes next
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search->next = fs_searchpaths;
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if (pakfilesi >= numfiles) {
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fs_searchpaths = search;
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// We've used all the pakfiles, it must be a pakdir.
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pakwhich = 0;
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}
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else if (pakdirsi >= numdirs) {
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// We've used all the pakdirs, it must be a pakfile.
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pakwhich = 1;
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}
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else {
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// Could be either, compare to see which name comes first
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// Need tmp variables for appropriate indirection for paksort()
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pakfilestmp = &pakfiles[pakfilesi];
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pakdirstmp = &pakdirs[pakdirsi];
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pakwhich = (paksort(pakfilestmp, pakdirstmp) < 0);
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}
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if (pakwhich) {
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// The next .pk3 file is before the next .pk3dir
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pakfile = FS_BuildOSPath(path, dir, pakfiles[pakfilesi]);
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if ((pak = FS_LoadZipFile(pakfile, pakfiles[pakfilesi])) == 0) {
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continue;
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}
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Q_strncpyz(pak->pakPathname, curpath, sizeof(pak->pakPathname));
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// store the game name for downloading
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Q_strncpyz(pak->pakGamename, dir, sizeof(pak->pakGamename));
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fs_packFiles += pak->numfiles;
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search = Z_Malloc(sizeof(searchpath_t));
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search->pack = pak;
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search->next = fs_searchpaths;
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fs_searchpaths = search;
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pakfilesi++;
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}
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else {
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// The next .pk3dir is before the next .pk3 file
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// But wait, this could be any directory, we're filtering to only ending with ".pk3dir" here.
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len = strlen(pakdirs[pakdirsi]);
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if (!FS_IsExt(pakdirs[pakdirsi], ".pk3dir", len)) {
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// This isn't a .pk3dir! Next!
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pakdirsi++;
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continue;
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}
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pakfile = FS_BuildOSPath(path, dir, pakdirs[pakdirsi]);
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// add the directory to the search path
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search = Z_Malloc(sizeof(searchpath_t));
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search->dir = Z_Malloc(sizeof(*search->dir));
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Q_strncpyz(search->dir->path, curpath, sizeof(search->dir->path)); // c:\xreal\base
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Q_strncpyz(search->dir->fullpath, pakfile, sizeof(search->dir->fullpath)); // c:\xreal\base\mypak.pk3dir
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Q_strncpyz(search->dir->gamedir, pakdirs[pakdirsi], sizeof(search->dir->gamedir)); // mypak.pk3dir
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search->next = fs_searchpaths;
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fs_searchpaths = search;
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pakdirsi++;
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}
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}
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}
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// done
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// done
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