Tweak the eclass loader, so mods can have proper custom entity definitions
This commit is contained in:
parent
1084517451
commit
535ff18f71
1 changed files with 4 additions and 4 deletions
|
@ -221,10 +221,10 @@ void EntityClassQuake3_Construct()
|
|||
void visit(const char *name, const EntityClassScanner &table) const
|
||||
{
|
||||
Paths paths;
|
||||
EntityClassQuake3_constructDirectory(baseDirectory, table.getExtension(), paths);
|
||||
if (!string_equal(baseDirectory, gameDirectory)) {
|
||||
EntityClassQuake3_constructDirectory(gameDirectory, table.getExtension(), paths);
|
||||
}
|
||||
if (!string_equal(baseDirectory, gameDirectory))
|
||||
EntityClassQuake3_constructDirectory(gameDirectory, table.getExtension(), paths);
|
||||
else
|
||||
EntityClassQuake3_constructDirectory(baseDirectory, table.getExtension(), paths);
|
||||
|
||||
for (Paths::iterator i = paths.begin(); i != paths.end(); ++i) {
|
||||
EntityClassesLoadFile(table, (*i).second)((*i).first.c_str());
|
||||
|
|
Loading…
Reference in a new issue