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VBSP now checks all search paths for an FGD file.
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commit
0c87302844
2 changed files with 4 additions and 10 deletions
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@ -2003,14 +2003,11 @@ void CMapFile::CheckForInstances( const char *pszFileName )
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char FDGPath[ MAX_PATH ];
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char FDGPath[ MAX_PATH ];
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if ( !g_pFullFileSystem->RelativePathToFullPath( GameDataFile, "EXECUTABLE_PATH", FDGPath, sizeof( FDGPath ) ) )
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if ( !g_pFullFileSystem->RelativePathToFullPath( GameDataFile, "EXECUTABLE_PATH", FDGPath, sizeof( FDGPath ) ) )
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{
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{
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if ( !g_pFullFileSystem->RelativePathToFullPath( GameDataFile, "MOD", FDGPath, sizeof( FDGPath ) ) )
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if ( !g_pFullFileSystem->RelativePathToFullPath( GameDataFile, NULL, FDGPath, sizeof( FDGPath ) ) )
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{
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if ( !g_pFullFileSystem->RelativePathToFullPath( GameDataFile, "", FDGPath, sizeof( FDGPath ) ) )
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{
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{
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Msg( "Could not locate GameData file %s\n", GameDataFile );
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Msg( "Could not locate GameData file %s\n", GameDataFile );
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}
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}
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}
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}
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}
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GD.Load( FDGPath );
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GD.Load( FDGPath );
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@ -2003,14 +2003,11 @@ void CMapFile::CheckForInstances( const char *pszFileName )
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char FDGPath[ MAX_PATH ];
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char FDGPath[ MAX_PATH ];
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if ( !g_pFullFileSystem->RelativePathToFullPath( GameDataFile, "EXECUTABLE_PATH", FDGPath, sizeof( FDGPath ) ) )
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if ( !g_pFullFileSystem->RelativePathToFullPath( GameDataFile, "EXECUTABLE_PATH", FDGPath, sizeof( FDGPath ) ) )
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{
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{
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if ( !g_pFullFileSystem->RelativePathToFullPath( GameDataFile, "MOD", FDGPath, sizeof( FDGPath ) ) )
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if ( !g_pFullFileSystem->RelativePathToFullPath( GameDataFile, NULL, FDGPath, sizeof( FDGPath ) ) )
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{
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if ( !g_pFullFileSystem->RelativePathToFullPath( GameDataFile, "", FDGPath, sizeof( FDGPath ) ) )
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{
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{
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Msg( "Could not locate GameData file %s\n", GameDataFile );
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Msg( "Could not locate GameData file %s\n", GameDataFile );
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}
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}
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}
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}
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}
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GD.Load( FDGPath );
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GD.Load( FDGPath );
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