mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 23:01:50 +00:00
Merge branch 'master' into reverbedit
This commit is contained in:
commit
4c799af293
11 changed files with 106 additions and 68 deletions
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@ -534,7 +534,7 @@ bool FCajunMaster::LoadBots ()
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}
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if (!sc.OpenFile(tmp))
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{
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Printf("Unable to open %s. So no bots\n");
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Printf("Unable to open %s. So no bots\n", tmp.GetChars());
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return false;
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}
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@ -544,18 +544,13 @@ void CreatePath(const char *fn)
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{
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*p = '\0';
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}
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struct stat info;
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if (DirEntryExists(copy))
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if (!DirEntryExists(copy) && mkdir(copy, 0755) == -1)
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{
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if (info.st_mode & S_IFDIR)
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goto exists;
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}
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if (mkdir(copy, 0755) == -1)
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{ // failed
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// failed
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free(copy);
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return;
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}
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exists: if (p != NULL)
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if (p != NULL)
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{
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*p = '/';
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}
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@ -2978,7 +2978,7 @@ bool G_CheckDemoStatus (void)
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bool saved = false;
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if (fw != nullptr)
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{
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auto size = long(demo_p - demobuffer);
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const size_t size = demo_p - demobuffer;
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saved = fw->Write(demobuffer, size) == size;
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delete fw;
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if (!saved) remove(demoname);
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@ -800,8 +800,8 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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GLRenderer->mAngles.Roll.Degrees = r_viewpoint.Angles.Roll.Degrees;
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// Scroll the sky
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GLRenderer->mSky1Pos = (double)fmod(screen->FrameTime * level.skyspeed1, 1024.f) * 90./256.;
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GLRenderer->mSky2Pos = (double)fmod(screen->FrameTime * level.skyspeed2, 1024.f) * 90./256.;
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GLRenderer->mSky1Pos = (double)fmod((double)screen->FrameTime * (double)level.skyspeed1, 1024.f) * 90./256.;
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GLRenderer->mSky2Pos = (double)fmod((double)screen->FrameTime * (double)level.skyspeed2, 1024.f) * 90./256.;
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@ -60,5 +60,6 @@ FString M_GetCajunPath(const char *filename);
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FString M_GetConfigPath(bool for_reading);
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FString M_GetScreenshotsPath();
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FString M_GetSavegamesPath();
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FString M_GetDocumentsPath();
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#endif
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@ -215,3 +215,24 @@ FString M_GetSavegamesPath()
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return path;
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}
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//===========================================================================
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//
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// M_GetDocumentsPath Unix
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//
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// Returns the path to the default documents directory.
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//
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//===========================================================================
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FString M_GetDocumentsPath()
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{
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FString path;
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char cpath[PATH_MAX];
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FSRef folder;
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if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
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noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
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{
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path << cpath << "/" GAME_DIR "/";
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}
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return path;
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}
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@ -218,3 +218,16 @@ FString M_GetSavegamesPath()
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{
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return NicePath("~/" GAME_DIR);
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}
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//===========================================================================
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//
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// M_GetDocumentsPath Unix
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//
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// Returns the path to the default documents directory.
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//
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//===========================================================================
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FString M_GetDocumentsPath()
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{
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return NicePath("~/" GAME_DIR);
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}
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@ -166,6 +166,8 @@ bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int le
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for (int i = 0; i < s->numSkins; i++)
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{
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// [BB] According to the MD3 spec, Name is supposed to include the full path.
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// ... and since some tools seem to output backslashes, these need to be replaced with forward slashes to work.
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FixPathSeperator(shader[i].Name);
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s->skins[i] = LoadSkin("", shader[i].Name);
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// [BB] Fall back and check if Name is relative.
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if (!s->skins[i].isValid())
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@ -35,27 +35,13 @@
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#include <sys/stat.h>
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#include <sys/types.h>
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#ifdef _WIN32
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#include <io.h>
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#define stat _stat
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#else
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#include <dirent.h>
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#ifndef __sun
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#include <fts.h>
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#endif
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#endif
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#include <stdio.h>
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#include <string.h>
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#include <ctype.h>
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#include <errno.h>
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#include <stdlib.h>
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#include <time.h>
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#include "doomtype.h"
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#include "tarray.h"
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#include "resourcefile.h"
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#include "zstring.h"
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#include "cmdlib.h"
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#include "doomerrors.h"
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@ -185,43 +171,6 @@ int FDirectory::AddDirectory(const char *dirpath)
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return count;
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}
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#elif defined(__sun) || defined(__APPLE__)
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int FDirectory::AddDirectory(const char *dirpath)
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{
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int count = 0;
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TArray<FString> scanDirectories;
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scanDirectories.Push(dirpath);
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for(unsigned int i = 0;i < scanDirectories.Size();i++)
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{
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DIR* directory = opendir(scanDirectories[i].GetChars());
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if (directory == NULL)
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{
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Printf("Could not read directory: %s\n", strerror(errno));
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return 0;
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}
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struct dirent *file;
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while((file = readdir(directory)) != NULL)
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{
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if(file->d_name[0] == '.') //File is hidden or ./.. directory so ignore it.
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continue;
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FString fullFileName = scanDirectories[i] + file->d_name;
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if(DirExists(fullFileName.GetChars()))
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{
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scanDirectories.Push(scanDirectories[i] + file->d_name + "/");
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continue;
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}
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AddEntry(scanDirectories[i] + file->d_name, fileStat.st_size);
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count++;
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}
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closedir(directory);
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}
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return count;
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}
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#else
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//==========================================================================
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@ -246,6 +195,10 @@ int FDirectory::AddDirectory(const char *dirpath)
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Printf("Failed to start directory traversal: %s\n", strerror(errno));
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return 0;
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}
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const size_t namepos = strlen(Filename);
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FString pathfix;
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while ((ent = fts_read(fts)) != NULL)
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{
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if (ent->fts_info == FTS_D && ent->fts_name[0] == '.')
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@ -263,7 +216,22 @@ int FDirectory::AddDirectory(const char *dirpath)
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// We're only interested in remembering files.
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continue;
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}
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AddEntry(ent->fts_path, ent->fts_statp->st_size);
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// Some implementations add an extra separator between
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// root of the hierarchy and entity's path.
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// It needs to be removed in order to resolve
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// lumps' relative paths properly.
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const char* path = ent->fts_path;
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if ('/' == path[namepos])
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{
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pathfix = FString(path, namepos);
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pathfix.AppendCStrPart(&path[namepos + 1], ent->fts_pathlen - namepos - 1);
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path = pathfix.GetChars();
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}
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AddEntry(path, ent->fts_statp->st_size);
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count++;
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}
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fts_close(fts);
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@ -139,8 +139,8 @@ static FILE *mktempfile_internal(const char *tmpdir, const char *pfx, FString *t
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int oflag, pmode;
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/* In Windows, we use the _O_TEMPORARY flag with `open` to ensure the file is deleted when closed.
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* In Unix, we use the unlink function after opening the file. (This does not work in Windows,
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* which does not allow an open file to be unlinked.)
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* In Unix, we use the remove function after opening the file. (This does not work in Windows,
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* which does not allow an open file to be deleted.)
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*/
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#ifdef _WIN32
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/* MSVC flags */
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#ifndef _WIN32
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/* [Unix only] And make sure the file will be deleted once closed */
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if (!keep) remove(tmpname);
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if (!keep) remove(tempname);
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#endif
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}
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@ -380,3 +380,41 @@ FString M_GetSavegamesPath()
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}
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return path;
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}
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//===========================================================================
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//
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// M_GetDocumentsPath Windows
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//
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// Returns the path to the default documents directory.
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//
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//===========================================================================
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FString M_GetDocumentsPath()
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{
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FString path;
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// A portable INI means that this storage location should also be portable.
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path.Format("%s" GAMENAME "_portable.ini", progdir.GetChars());
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if (FileExists(path))
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{
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return progdir;
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}
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if (!UseKnownFolders())
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{
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return progdir;
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}
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// Try defacto My Documents/My Games folder
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else if (GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true, path))
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{
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// I assume since this isn't a standard folder, it doesn't have
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// a localized name either.
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path << "/My Games/" GAMENAME;
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CreatePath(path);
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}
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else
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{
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path = progdir;
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}
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return path;
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}
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