bool FileSystem_Init_Normal( const char *pFilename, FSInitType_t initType, bool bOnlyUseDirectoryName ) { if ( initType == FS_INIT_FULL ) { // First, get the name of the module char fileSystemDLLName[MAX_PATH]; bool bSteam; if ( FileSystem_GetFileSystemDLLName( fileSystemDLLName, MAX_PATH, bSteam ) != FS_OK ) return false; // If we're under Steam we need extra setup to let us find the proper modules FileSystem_SetupSteamInstallPath(); // Next, load the module, call Connect/Init. CFSLoadModuleInfo loadModuleInfo; loadModuleInfo.m_pFileSystemDLLName = fileSystemDLLName; loadModuleInfo.m_pDirectoryName = pFilename; loadModuleInfo.m_bOnlyUseDirectoryName = bOnlyUseDirectoryName; loadModuleInfo.m_ConnectFactory = Sys_GetFactoryThis(); loadModuleInfo.m_bSteam = bSteam; loadModuleInfo.m_bToolsMode = true; if ( FileSystem_LoadFileSystemModule( loadModuleInfo ) != FS_OK ) return false; // Next, mount the content CFSMountContentInfo mountContentInfo; mountContentInfo.m_pDirectoryName= loadModuleInfo.m_GameInfoPath; mountContentInfo.m_pFileSystem = loadModuleInfo.m_pFileSystem; mountContentInfo.m_bToolsMode = true; if ( FileSystem_MountContent( mountContentInfo ) != FS_OK ) return false; // Finally, load the search paths. CFSSearchPathsInit searchPathsInit; searchPathsInit.m_pDirectoryName = loadModuleInfo.m_GameInfoPath; searchPathsInit.m_pFileSystem = loadModuleInfo.m_pFileSystem; if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK ) return false; // Store the data we got from filesystem_init. g_pFileSystem = g_pFullFileSystem = loadModuleInfo.m_pFileSystem; g_pFullFileSystemModule = loadModuleInfo.m_pModule; FileSystem_AddSearchPath_Platform( g_pFullFileSystem, loadModuleInfo.m_GameInfoPath ); // Set qdir. if ( !pFilename ) pFilename = "."; Q_MakeAbsolutePath( qdir, sizeof( qdir ), pFilename, NULL ); Q_StripFilename( qdir ); strlwr( qdir ); if ( qdir[0] != 0 ) Q_AppendSlash( qdir, sizeof( qdir ) ); // Set gamedir. Q_MakeAbsolutePath( gamedir, sizeof( gamedir ), loadModuleInfo.m_GameInfoPath ); Q_AppendSlash( gamedir, sizeof( gamedir ) ); } else { if ( !Sys_LoadInterface( "filesystem_stdio", FILESYSTEM_INTERFACE_VERSION, &g_pFullFileSystemModule, (void**)&g_pFullFileSystem ) ) { return false; } if ( g_pFullFileSystem->Init() != INIT_OK ) return false; g_pFullFileSystem->RemoveAllSearchPaths(); g_pFullFileSystem->AddSearchPath( "../platform", "PLATFORM" ); g_pFullFileSystem->AddSearchPath( ".", "GAME" ); g_pFileSystem = g_pFullFileSystem; } return true; }
bool FileSystem_Init_Normal( const char *pFilename, FSInitType_t initType, bool bOnlyUseDirectoryName ) { if ( initType == FS_INIT_FULL ) { // First, get the name of the module char fileSystemDLLName[MAX_PATH]; bool bSteam; if ( FileSystem_GetFileSystemDLLName( fileSystemDLLName, MAX_PATH, bSteam ) != FS_OK ) return false; // Next, load the module, call Connect/Init. CFSLoadModuleInfo loadModuleInfo; loadModuleInfo.m_pFileSystemDLLName = fileSystemDLLName; loadModuleInfo.m_pDirectoryName = pFilename; loadModuleInfo.m_bOnlyUseDirectoryName = bOnlyUseDirectoryName; loadModuleInfo.m_ConnectFactory = Sys_GetFactoryThis(); loadModuleInfo.m_bSteam = bSteam; loadModuleInfo.m_bToolsMode = true; if ( FileSystem_LoadFileSystemModule( loadModuleInfo ) != FS_OK ) return false; // Next, mount the content CFSMountContentInfo mountContentInfo; mountContentInfo.m_pDirectoryName= loadModuleInfo.m_GameInfoPath; mountContentInfo.m_pFileSystem = loadModuleInfo.m_pFileSystem; mountContentInfo.m_bToolsMode = true; if ( FileSystem_MountContent( mountContentInfo ) != FS_OK ) return false; // Finally, load the search paths. CFSSearchPathsInit searchPathsInit; searchPathsInit.m_pDirectoryName = loadModuleInfo.m_GameInfoPath; searchPathsInit.m_pFileSystem = loadModuleInfo.m_pFileSystem; if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK ) return false; // Store the data we got from filesystem_init. g_pFileSystem = g_pFullFileSystem = loadModuleInfo.m_pFileSystem; g_pFullFileSystemModule = loadModuleInfo.m_pModule; FileSystem_AddSearchPath_Platform( g_pFullFileSystem, loadModuleInfo.m_GameInfoPath ); FileSystem_SetupStandardDirectories( pFilename, loadModuleInfo.m_GameInfoPath ); } else { if ( !Sys_LoadInterface( "filesystem_stdio", FILESYSTEM_INTERFACE_VERSION, &g_pFullFileSystemModule, (void**)&g_pFullFileSystem ) ) { return false; } if ( g_pFullFileSystem->Init() != INIT_OK ) return false; g_pFullFileSystem->RemoveAllSearchPaths(); g_pFullFileSystem->AddSearchPath( "../platform", "PLATFORM" ); g_pFullFileSystem->AddSearchPath( ".", "GAME" ); g_pFileSystem = g_pFullFileSystem; } return true; }