static bool SrcPyPathIsInGameFolder( const char *pPath )
{
#if 0
	if( SrcPySystem()->IsPathProtected() )
	{
		// Verify the file is in the gamefolder
		char searchPaths[MAX_PATH];
		filesystem->GetSearchPath( "MOD", true, searchPaths, sizeof( searchPaths ) );
		V_StripTrailingSlash( searchPaths );
		
		if( V_IsAbsolutePath( pPath ) )
		{
			if( V_strnicmp( pPath, searchPaths, V_strlen( searchPaths ) ) != 0 ) 
				return false;
		}
		else
		{
			char pFullPath[MAX_PATH];
			char moddir[MAX_PATH];
			filesystem->RelativePathToFullPath( ".", "MOD", moddir, sizeof( moddir ) );
			V_MakeAbsolutePath( pFullPath, sizeof( pFullPath ), pPath, moddir );

			if( V_strnicmp( pFullPath, searchPaths, V_strlen(searchPaths) ) != 0 ) 
				return false;
		}
	}
#endif // 0
	return true;
}
FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo )
{
	if ( !initInfo.m_pFileSystem || !initInfo.m_pDirectoryName )
		return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_LoadSearchPaths: Invalid parameters specified." );

	KeyValues *pMainFile, *pFileSystemInfo, *pSearchPaths;
	FSReturnCode_t retVal = LoadGameInfoFile( initInfo.m_pDirectoryName, pMainFile, pFileSystemInfo, pSearchPaths );
	if ( retVal != FS_OK )
		return retVal;
	
	// All paths except those marked with |gameinfo_path| are relative to the base dir.
	char baseDir[MAX_PATH];
	if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) )
		return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );

	// The MOD directory is always the one that contains gameinfo.txt
	Q_strncpy( initInfo.m_ModPath, initInfo.m_pDirectoryName, sizeof( initInfo.m_ModPath ) );

	#define GAMEINFOPATH_TOKEN		"|gameinfo_path|"
	#define BASESOURCEPATHS_TOKEN	"|all_source_engine_paths|"

	const char *pszExtraSearchPath = CommandLine()->ParmValue( "-insert_search_path" );
	if ( pszExtraSearchPath )
	{
		CUtlStringList vecPaths;
		V_SplitString( pszExtraSearchPath, ",", vecPaths );
		FOR_EACH_VEC( vecPaths, idxExtraPath )
		{
			char szAbsSearchPath[MAX_PATH];
			Q_StripPrecedingAndTrailingWhitespace( vecPaths[ idxExtraPath ] );
			V_MakeAbsolutePath( szAbsSearchPath, sizeof( szAbsSearchPath ), vecPaths[ idxExtraPath ], baseDir );
			V_FixSlashes( szAbsSearchPath );
			if ( !V_RemoveDotSlashes( szAbsSearchPath ) )
				Error( "Bad -insert_search_path - Can't resolve pathname for '%s'", szAbsSearchPath );
			V_StripTrailingSlash( szAbsSearchPath );
			FileSystem_AddLoadedSearchPath( initInfo, "GAME", szAbsSearchPath, false );
			FileSystem_AddLoadedSearchPath( initInfo, "MOD", szAbsSearchPath, false );
		}
	}
Пример #3
0
CUtlString CUtlString::AbsPath( const char *pStartingDir )
{
	char szNew[MAX_PATH];
	V_MakeAbsolutePath( szNew, sizeof( szNew ), this->String(), pStartingDir );
	return CUtlString( szNew );
}