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https://github.com/yquake2/yquake2remaster.git
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Just create the screenshot directory in fs_gamepath.
While here set the fs_gamedir to the last directory of the generic search path in case that the game is reset to baseq2.
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parent
f311308713
commit
e71f267de6
1 changed files with 23 additions and 28 deletions
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@ -130,7 +130,6 @@ fsHandle_t *FS_GetFileByHandle(fileHandle_t f);
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typedef struct fsRawPath_s {
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char path[MAX_OSPATH];
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qboolean create;
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qboolean screenshot;
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struct fsRawPath_s *next;
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} fsRawPath_t;
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@ -1395,13 +1394,6 @@ void FS_BuildGenericSearchPath(void) {
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Com_sprintf(path, sizeof(path), "%s/%s", search->path, BASEDIRNAME);
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FS_AddDirToSearchPath(path, search->create);
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// We need to create the screenshot directory since the
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// render dll doesn't link the filesystem stuff.
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if (search->screenshot) {
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Com_sprintf(path, sizeof(path), "%s/%s/scrnshot", search->path, BASEDIRNAME);
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Sys_Mkdir(path);
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}
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search = search->next;
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}
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@ -1409,6 +1401,11 @@ void FS_BuildGenericSearchPath(void) {
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// search path. Save the current head node so we can
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// distinguish generic and specialized directories.
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fs_baseSearchPaths = fs_searchPaths;
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// We need to create the screenshot directory since the
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// render dll doesn't link the filesystem stuff.
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Com_sprintf(path, sizeof(path), "%s/scrnshot", fs_gamedir);
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Sys_Mkdir(path);
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}
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void
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@ -1490,11 +1487,13 @@ FS_BuildGameSpecificSearchPath(char *dir)
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}
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// The game was reset to baseq2. Nothing to do here.
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if ((Q_stricmp(dir, BASEDIRNAME) == 0) || (*dir == 0))
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{
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if ((Q_stricmp(dir, BASEDIRNAME) == 0) || (*dir == 0)) {
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Cvar_FullSet("gamedir", "", CVAR_SERVERINFO | CVAR_NOSET);
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Cvar_FullSet("game", "", CVAR_LATCH | CVAR_SERVERINFO);
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// TODO: Set fs_gamedir
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// fs_gamedir must be reset to the last
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// dir of the generic search path.
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Q_strlcpy(fs_gamedir, fs_baseSearchPaths->path, sizeof(fs_gamedir));
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} else {
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Cvar_FullSet("gamedir", dir, CVAR_SERVERINFO | CVAR_NOSET);
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search = fs_rawPath;
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@ -1503,56 +1502,52 @@ FS_BuildGameSpecificSearchPath(char *dir)
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Com_sprintf(path, sizeof(path), "%s/%s", search->path, dir);
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FS_AddDirToSearchPath(path, search->create);
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// We need to create the screenshot directory since the
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// render dll doesn't link the filesystem stuff.
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if (search->screenshot) {
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Com_sprintf(path, sizeof(path), "%s/%s/scrnshot", search->path, dir);
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Sys_Mkdir(path);
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}
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search = search->next;
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}
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}
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// We need to create the screenshot directory since the
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// render dll doesn't link the filesystem stuff.
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Com_sprintf(path, sizeof(path), "%s/scrnshot", fs_gamedir);
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Sys_Mkdir(path);
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}
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// --------
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void FS_AddDirToRawPath (const char *dir, qboolean create, qboolean screenshot) {
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void FS_AddDirToRawPath (const char *dir, qboolean create) {
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fsRawPath_t *search;
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// Add the directory
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search = Z_Malloc(sizeof(fsRawPath_t));
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Q_strlcpy(search->path, dir, sizeof(search->path));
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search->create = create;
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search->screenshot = screenshot;
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search->next = fs_rawPath;
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fs_rawPath = search;
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}
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void FS_BuildRawPath(void) {
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// Add $HOME/.yq2/baseq2
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// (MUST be the last dir!)
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// Add $HOME/.yq2 (MUST be the last dir!)
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if (!is_portable) {
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const char *homedir = Sys_GetHomeDir();
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if (homedir != NULL) {
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FS_AddDirToRawPath(homedir, true, true);
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FS_AddDirToRawPath(homedir, true);
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}
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}
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// Add $binarydir/baseq2
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// Add $binarydir
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const char *binarydir = Sys_GetBinaryDir();
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if(binarydir[0] != '\0')
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{
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FS_AddDirToRawPath(binarydir, false, false);
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FS_AddDirToRawPath(binarydir, false);
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}
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// Add $basedir/
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FS_AddDirToRawPath(fs_basedir->string, false, false);
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FS_AddDirToRawPath(fs_basedir->string, false);
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// Add SYSTEMDIR/baseq2
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// Add SYSTEMDIR
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#ifdef SYSTEMWIDE
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FS_AddDirToRawPath(SYSTEMDIR, false);
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#endif
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@ -1561,7 +1556,7 @@ void FS_BuildRawPath(void) {
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// otherwise we cannot be sure that the game won't
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// stream the videos from the CD.
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if (fs_cddir->string[0] != '\0') {
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FS_AddDirToRawPath(fs_cddir->string, false, false);
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FS_AddDirToRawPath(fs_cddir->string, false);
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}
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}
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