コード例 #1
0
FSReturnCode_t GetSteamCfgPath( char *steamCfgPath, int steamCfgPathLen )
{
	steamCfgPath[0] = 0;
	char executablePath[MAX_PATH];
	if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
	{
		return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
	}
	Q_strncpy( steamCfgPath, executablePath, steamCfgPathLen );
	while ( 1 )
	{
		if ( DoesFileExistIn( steamCfgPath, "steam.cfg" ) )
			break;
	
		if ( !Q_StripLastDir( steamCfgPath, steamCfgPathLen) )
		{
			// the file isnt found, thats ok, its not mandatory
			return FS_OK;
		}			
	}
	Q_AppendSlash( steamCfgPath, steamCfgPathLen );
	Q_strncat( steamCfgPath, "steam.cfg", steamCfgPathLen, COPY_ALL_CHARACTERS );

	return FS_OK;
}
コード例 #2
0
void SetSteamAppUser( KeyValues *pSteamInfo, const char *steamInstallPath, CSteamEnvVars &steamEnvVars )
{
	// Always inherit the Steam user if it's already set, since it probably means we (or the
	// the app that launched us) were launched from Steam.
	char appUser[MAX_PATH];
	if ( steamEnvVars.m_SteamAppUser.GetValue( appUser, sizeof( appUser ) ) )
		return;

	const char *pTempAppUser = NULL;
	if ( pSteamInfo && (pTempAppUser = pSteamInfo->GetString( "SteamAppUser", NULL )) != NULL )
	{
		Q_strncpy( appUser, pTempAppUser, sizeof( appUser ) );
	}
	else
	{
		// They don't have SteamInfo.txt, or it's missing SteamAppUser. Try to figure out the user
		// by looking in <steam install path>\config\SteamAppData.vdf.
		char fullFilename[MAX_PATH];
		Q_strncpy( fullFilename, steamInstallPath, sizeof( fullFilename ) );
		Q_AppendSlash( fullFilename, sizeof( fullFilename ) );
		Q_strncat( fullFilename, "config\\SteamAppData.vdf", sizeof( fullFilename ), COPY_ALL_CHARACTERS );

		KeyValues *pSteamAppData = ReadKeyValuesFile( fullFilename );
		if ( !pSteamAppData || (pTempAppUser = pSteamAppData->GetString( "AutoLoginUser", NULL )) == NULL )
		{
			Error( "Can't find steam app user info." );
		}
		Q_strncpy( appUser, pTempAppUser, sizeof( appUser ) ); 
		
		pSteamAppData->deleteThis();
	}

	Q_strlower( appUser );
	steamEnvVars.m_SteamAppUser.SetValue( "%s", appUser );
}
コード例 #3
0
ファイル: RoomTemplate.cpp プロジェクト: Cre3per/hl2sdk-csgo
void CRoomTemplate::SetFullName( const char *pFullName )
{
    Q_strncpy( m_FullName, pFullName, MAX_PATH );
    Q_StripExtension( m_FullName, m_FullName, MAX_PATH );
    Q_FixSlashes( m_FullName );
    Q_ExtractFilePath( m_FullName, m_SubFolder, MAX_PATH );
    Q_AppendSlash( m_SubFolder, MAX_PATH );
    Q_strncpy( m_TemplateName, m_FullName + Q_strlen( m_SubFolder ), MAX_PATH );
}
コード例 #4
0
FSReturnCode_t LoadGameInfoFile( 
	const char *pDirectoryName, 
	KeyValues *&pMainFile, 
	KeyValues *&pFileSystemInfo, 
	KeyValues *&pSearchPaths )
{
	// If GameInfo.txt exists under pBaseDir, then this is their game directory.
	// All the filesystem mappings will be in this file.
	char gameinfoFilename[MAX_PATH];
	Q_strncpy( gameinfoFilename, pDirectoryName, sizeof( gameinfoFilename ) );
	Q_AppendSlash( gameinfoFilename, sizeof( gameinfoFilename ) );
	Q_strncat( gameinfoFilename, GAMEINFO_FILENAME, sizeof( gameinfoFilename ), COPY_ALL_CHARACTERS );
	Q_FixSlashes( gameinfoFilename );
	pMainFile = ReadKeyValuesFile( gameinfoFilename );
	if ( IsX360() && !pMainFile )
	{
		// try again
		Q_strncpy( gameinfoFilename, pDirectoryName, sizeof( gameinfoFilename ) );
		Q_AppendSlash( gameinfoFilename, sizeof( gameinfoFilename ) );
		Q_strncat( gameinfoFilename, GAMEINFO_FILENAME_ALTERNATE, sizeof( gameinfoFilename ), COPY_ALL_CHARACTERS );
		Q_FixSlashes( gameinfoFilename );
		pMainFile = ReadKeyValuesFile( gameinfoFilename );
	}
	if ( !pMainFile )
	{
		return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE, "%s is missing.", gameinfoFilename );
	}

	pFileSystemInfo = pMainFile->FindKey( "FileSystem" );
	if ( !pFileSystemInfo )
	{
		pMainFile->deleteThis();
		return SetupFileSystemError( true, FS_INVALID_GAMEINFO_FILE, "%s is not a valid format.", gameinfoFilename );
	}

	// Now read in all the search paths.
	pSearchPaths = pFileSystemInfo->FindKey( "SearchPaths" );
	if ( !pSearchPaths )
	{
		pMainFile->deleteThis();
		return SetupFileSystemError( true, FS_INVALID_GAMEINFO_FILE, "%s is not a valid format.", gameinfoFilename );
	}
	return FS_OK;
}
コード例 #5
0
void FileSystem_SetupStandardDirectories( const char *pFilename, const char *pGameInfoPath )
{
	// Set qdir.
	if ( !pFilename )
	{
		pFilename = ".";
	}

	Q_MakeAbsolutePath( qdir, sizeof( qdir ), pFilename, NULL );
	Q_StripFilename( qdir );
	Q_strlower( qdir );
	if ( qdir[0] != 0 )
	{
		Q_AppendSlash( qdir, sizeof( qdir ) );
	}

	// Set gamedir.
	Q_MakeAbsolutePath( gamedir, sizeof( gamedir ), pGameInfoPath );
	Q_AppendSlash( gamedir, sizeof( gamedir ) );
}
コード例 #6
0
bool DoesFileExistIn( const char *pDirectoryName, const char *pFilename )
{
	char filename[MAX_PATH];

	Q_strncpy( filename, pDirectoryName, sizeof( filename ) );
	Q_AppendSlash( filename, sizeof( filename ) );
	Q_strncat( filename, pFilename, sizeof( filename ), COPY_ALL_CHARACTERS );
	Q_FixSlashes( filename );
	bool bExist = ( _access( filename, 0 ) == 0 );

	return ( bExist );
}
コード例 #7
0
//-----------------------------------------------------------------------------
// Pre-init
//-----------------------------------------------------------------------------
bool CVConfigApp::PreInit()
{
	if ( !BaseClass::PreInit() )
		return false;

	// Create a window to capture messages
	CreateMessageWindow();

	// Make sure we're using the proper environment variable
	ConvertObsoleteVConfigRegistrySetting( GAMEDIR_TOKEN );

	FileSystem_SetErrorMode( FS_ERRORMODE_AUTO );

	// We only want to use the gameinfo.txt that is in the bin\vconfig directory.
	char dirName[MAX_PATH];
	Q_strncpy( dirName, GetBaseDirectory(), sizeof( dirName ) );
	Q_AppendSlash( dirName, sizeof( dirName ) );
	Q_strncat( dirName, "vconfig", sizeof( dirName ), COPY_ALL_CHARACTERS );

	if ( !SetupSearchPaths( dirName, true, true ) )
	{
		::MessageBox( NULL, "Error", "Unable to initialize file system\n", MB_OK );
		return false;
	}

	// Load our configs
	if ( g_ConfigManager.LoadConfigs() == false )
	{
		::MessageBox( NULL, "Error", "Unable to load configuration file\n", MB_OK );
		return false;
	}

	// Parse them for internal use
	if ( ParseConfigs() == false )
	{
		::MessageBox( NULL, "Error", "Unable to parse configuration file\n", MB_OK );
		return false;
	}

	// Start looking for file updates
	UpdateConfigsStatus_Init();

	// the "base dir" so we can scan mod name
	g_pFullFileSystem->AddSearchPath( GetBaseDirectory(), VCONFIG_MAIN_PATH_ID );	

	// the main platform dir
	g_pFullFileSystem->AddSearchPath( "platform","PLATFORM", PATH_ADD_TO_HEAD );

	return true;
}
コード例 #8
0
void LaunchVConfig()
{
#if defined( _WIN32 ) && !defined( _X360 )
	char vconfigExe[MAX_PATH];
	FileSystem_GetExecutableDir( vconfigExe, sizeof( vconfigExe ) );
	Q_AppendSlash( vconfigExe, sizeof( vconfigExe ) );
	Q_strncat( vconfigExe, "vconfig.exe", sizeof( vconfigExe ), COPY_ALL_CHARACTERS );

	char *argv[] =
	{
		vconfigExe,
		"-allowdebug",
		NULL
	};

	_spawnv( _P_NOWAIT, vconfigExe, argv );
#elif defined( _X360 )
	Msg( "Launching vconfig.exe not supported\n" );
#endif
}
コード例 #9
0
FSReturnCode_t SetupSteamStartupEnvironment( KeyValues *pFileSystemInfo, const char *pGameInfoDirectory, CSteamEnvVars &steamEnvVars )
{
	// Ok, we're going to run Steam. See if they have SteamInfo.txt. If not, we'll try to deduce what we can.
	char steamInfoFile[MAX_PATH];
	Q_strncpy( steamInfoFile, pGameInfoDirectory, sizeof( steamInfoFile ) );
	Q_AppendSlash( steamInfoFile, sizeof( steamInfoFile ) );
	Q_strncat( steamInfoFile, "steaminfo.txt", sizeof( steamInfoFile ), COPY_ALL_CHARACTERS );
	KeyValues *pSteamInfo = ReadKeyValuesFile( steamInfoFile );

	char steamInstallPath[MAX_PATH];
	FSReturnCode_t ret = SetSteamInstallPath( steamInstallPath, sizeof( steamInstallPath ), steamEnvVars, false );
	if ( ret != FS_OK )
		return ret;

	SetSteamAppUser( pSteamInfo, steamInstallPath, steamEnvVars );
	SetSteamUserPassphrase( pSteamInfo, steamEnvVars );
	SetSteamAppId( pFileSystemInfo, pGameInfoDirectory, steamEnvVars );

	if ( pSteamInfo )
		pSteamInfo->deleteThis();

	return FS_OK;
}
コード例 #10
0
void MakeFilename( char *pDest, int destSize, const char *pPathname, const char *pFilenameExt )
{
	Q_strncpy(pDest, pPathname, destSize);
	Q_AppendSlash(pDest, destSize);
	Q_strncat(pDest, pFilenameExt, destSize);
}
コード例 #11
0
FSReturnCode_t LocateGameInfoFile( const CFSSteamSetupInfo &fsInfo, char *pOutDir, int outDirLen )
{
	// Engine and Hammer don't want to search around for it.
	if ( fsInfo.m_bOnlyUseDirectoryName )
	{
		if ( !fsInfo.m_pDirectoryName )
			return SetupFileSystemError( false, FS_MISSING_GAMEINFO_FILE, "bOnlyUseDirectoryName=1 and pDirectoryName=NULL." );

		bool bExists = DoesFileExistIn( fsInfo.m_pDirectoryName, GAMEINFO_FILENAME );
		if ( IsX360() && !bExists )
		{
			bExists = DoesFileExistIn( fsInfo.m_pDirectoryName, GAMEINFO_FILENAME_ALTERNATE );
		}
		if ( !bExists )
		{
			if ( IsX360() && CommandLine()->FindParm( "-basedir" ) )
			{
				char basePath[MAX_PATH];
				strcpy( basePath, CommandLine()->ParmValue( "-basedir", "" ) );
				Q_AppendSlash( basePath, sizeof( basePath ) );
				Q_strncat( basePath, fsInfo.m_pDirectoryName, sizeof( basePath ), COPY_ALL_CHARACTERS );
				if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME ) )
				{
					Q_strncpy( pOutDir, basePath, outDirLen );
					return FS_OK;
				}
				if ( IsX360() && DoesFileExistIn( basePath, GAMEINFO_FILENAME_ALTERNATE ) )
				{
					Q_strncpy( pOutDir, basePath, outDirLen );
					return FS_OK;
				}
			}

			return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE, "Setup file '%s' doesn't exist in subdirectory '%s'.\nCheck your -game parameter or VCONFIG setting.", GAMEINFO_FILENAME, fsInfo.m_pDirectoryName );
		}

		Q_strncpy( pOutDir, fsInfo.m_pDirectoryName, outDirLen );
		return FS_OK;
	}

	// First, check for overrides on the command line or environment variables.
	const char *pProject = GetVProjectCmdLineValue();

	if ( pProject )
	{
		if ( DoesFileExistIn( pProject, GAMEINFO_FILENAME ) )
		{
			Q_MakeAbsolutePath( pOutDir, outDirLen, pProject );
			return FS_OK;
		}
		if ( IsX360() && DoesFileExistIn( pProject, GAMEINFO_FILENAME_ALTERNATE ) )	
		{
			Q_MakeAbsolutePath( pOutDir, outDirLen, pProject );
			return FS_OK;
		}

		if ( IsX360() && CommandLine()->FindParm( "-basedir" ) )
		{
			char basePath[MAX_PATH];
			strcpy( basePath, CommandLine()->ParmValue( "-basedir", "" ) );
			Q_AppendSlash( basePath, sizeof( basePath ) );
			Q_strncat( basePath, pProject, sizeof( basePath ), COPY_ALL_CHARACTERS );
			if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME ) )
			{
				Q_strncpy( pOutDir, basePath, outDirLen );
				return FS_OK;
			}
			if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME_ALTERNATE ) )
			{
				Q_strncpy( pOutDir, basePath, outDirLen );
				return FS_OK;
			}
		}
		
		if ( fsInfo.m_bNoGameInfo )
		{
			// fsInfo.m_bNoGameInfo is set by the Steam dedicated server, before it knows which mod to use.
			// Steam dedicated server doesn't need a gameinfo.txt, because we'll ask which mod to use, even if
			// -game is supplied on the command line.
			Q_strncpy( pOutDir, "", outDirLen );
			return FS_OK;
		}
		else
		{
			// They either specified vproject on the command line or it's in their registry. Either way,
			// we don't want to continue if they've specified it but it's not valid.
			goto ShowError;
		}
	}

	if ( fsInfo.m_bNoGameInfo )
	{
		Q_strncpy( pOutDir, "", outDirLen );
		return FS_OK;
	}

	// Ask the application if it can provide us with a game info directory
	{
		bool bBubbleDir = true;
		SuggestGameInfoDirFn_t pfnSuggestGameInfoDirFn = GetSuggestGameInfoDirFn();
		if ( pfnSuggestGameInfoDirFn &&
			( * pfnSuggestGameInfoDirFn )( &fsInfo, pOutDir, outDirLen, &bBubbleDir ) &&
			FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, bBubbleDir ) )
			return FS_OK;
	}

	// Try to use the environment variable / registry
	if ( ( pProject = getenv( GAMEDIR_TOKEN ) ) != NULL &&
		 ( Q_MakeAbsolutePath( pOutDir, outDirLen, pProject ), 1 ) &&
		 FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, false ) )
		return FS_OK;

	if ( IsPC() )
	{
		Warning( "Warning: falling back to auto detection of vproject directory.\n" );
		
		// Now look for it in the directory they passed in.
		if ( fsInfo.m_pDirectoryName )
			Q_MakeAbsolutePath( pOutDir, outDirLen, fsInfo.m_pDirectoryName );
		else
			Q_MakeAbsolutePath( pOutDir, outDirLen, "." );

		if ( FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, true ) )
			return FS_OK;

		// Use the CWD
		Q_getwd( pOutDir, outDirLen );
		if ( FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, true ) )
			return FS_OK;
	}

ShowError:
	return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE, 
		"Unable to find %s. Solutions:\n\n"
		"1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir\n"
		"2. Run vconfig to specify which game you're working on.\n"
		"3. Add -game <path> on the command line where <path> is the directory that %s is in.\n",
		GAMEINFO_FILENAME, GAMEINFO_FILENAME );
}
コード例 #12
0
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;
}
コード例 #13
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : argc - 
//			argv[] - 
// Output : int
//-----------------------------------------------------------------------------
int main( int argc, char* argv[] )
{
	SpewOutputFunc( SpewFunc );
	SpewActivate( "unusedcontent", 2 );

	CommandLine()->CreateCmdLine( argc, argv );

	int i=1;
	for ( i ; i<argc ; i++)
	{
		if ( argv[ i ][ 0 ] == '-' )
		{
			switch( argv[ i ][ 1 ] )
			{
			case 'l':
				uselogfile = true;
				break;
			case 'v':
				verbose = true;
				break;
			case 'r':
				showreferencedfiles = true;
				break;
			case 'd':
				spewdeletions = true;
				break;
			case 'i':
				immediatedelete = true;
				break;
			case 'w':
				printwhitelist = true;
				break;
			case 'm':
				showmapfileusage = true;
				break;
			case 'g':
				// Just skip -game
				Assert( !Q_stricmp( argv[ i ], "-game" ) );
				++i;
				break;
			case 'f':
				// grab reslists folder
				{
					++i;
					Q_strncpy( g_szReslistDir, argv[ i ], sizeof( g_szReslistDir ) );
					Q_strlower( g_szReslistDir );
					Q_FixSlashes( g_szReslistDir );
					Q_AppendSlash( g_szReslistDir, sizeof( g_szReslistDir ) );
					
				}
				break;
			default:
				printusage();
				break;
			}
		}
	}

	if ( argc < 3 || ( i != argc ) )
	{
		PrintHeader();
		printusage();
		return 0;
	}

	CheckLogFile();

	PrintHeader();

	vprint( 0, "    Using reslist dir '%s'\n", g_szReslistDir );

	vprint( 0, "    Looking for extraneous content...\n" );

	char resfile[ 256 ];
	strcpy( resfile, argv[ i - 1 ] );

	vprint( 0, "    Comparing results of resfile (%s) with files under current directory...\n",	resfile );

	char workingdir[ 256 ];
	workingdir[0] = 0;
	Q_getwd( workingdir, sizeof( workingdir ) );

	// If they didn't specify -game on the command line, use VPROJECT.
	CmdLib_InitFileSystem( workingdir );

	filesystem = (IFileSystem *)(CmdLib_GetFileSystemFactory()( FILESYSTEM_INTERFACE_VERSION, NULL ));
	if ( !filesystem )
	{
		AssertMsg( 0, "Failed to create/get IFileSystem" );
		return 1;
	}

	g_pFullFileSystem->RemoveAllSearchPaths();
	g_pFullFileSystem->AddSearchPath(gamedir, "GAME");

	Q_strlower( gamedir );
	Q_FixSlashes( gamedir );

	//
	//ProcessMaterialsDirectory( vmtdir );

	// find out the mod dir name
	Q_strncpy( modname, gamedir, sizeof(modname) );
	modname[ strlen(modname) - 1] = 0;

	if ( strrchr( modname,  '\\' ) )
	{
		Q_strncpy( modname, strrchr( modname, '\\' ) + 1, sizeof(modname) );
	}
	else
	{
		Q_strncpy( modname, "", sizeof(modname) );
	}
	vprint( 1, "Mod Name:%s\n", modname);


	BuildCheckdirList();
	BuildWhiteList();

	vprint( 0, "Building aggregate file list from resfile output\n" );
	CUtlRBTree< ReferencedFile, int > referencedfiles( 0, 0, RefFileLessFunc );
	CUtlVector< UnusedContent::CUtlSymbol >	resfiles;

	BuildReferencedFileList( resfiles, referencedfiles, resfile );

	vprint( 0, "found %i files\n\n", referencedfiles.Count() );

	vprint( 0, "Building list of all game content files\n" );
	CUtlVector< FileEntry > contentfiles;
	CUtlVector< FileEntry > otherfiles;
	BuildFileList( 0, contentfiles, &otherfiles, "", 0 );
	vprint( 0, "found %i files in content tree\n\n", contentfiles.Count() );

	Correlate( referencedfiles, contentfiles, modname );

	// now output the files not referenced in the whitelist or general reslists
	filesystem->RemoveFile( CFmtStr( "%sunreferenced_files.lst", g_szReslistDir ), "GAME" );
	int c = otherfiles.Count();
	for ( i = 0; i < c; ++i )
	{
		FileEntry & entry = otherfiles[ i ];
		char const *name = g_Analysis.symbols.String( entry.sym );

		logprint( CFmtStr( "%sunreferenced_files.lst", g_szReslistDir ), "\"%s\\%s\"\n", modname, name );
	}

	// also include the files from deletions.bat, as we don't actually run that now
	c = contentfiles.Count();
	for ( i = 0; i < c; ++i )
	{
		FileEntry & entry = contentfiles[ i ];
		if ( entry.referenced != REFERENCED_NO )
			continue;

		char const *fn = g_Analysis.symbols.String( entry.sym );
		logprint( CFmtStr( "%sunreferenced_files.lst", g_szReslistDir ), "\"%s\\%s\"\n", modname, fn );
	}

	FileSystem_Term();

	return 0;
}