engine: add cvars to control mounting additional directories
Use existing ui_language cvar for mounting localization folders.
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674a4e5883
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4 changed files with 43 additions and 2 deletions
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@ -3139,6 +3139,9 @@ static qboolean CL_ShouldRescanFilesystem( void )
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}
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}
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if( FBitSet( fs_mount_lv.flags|fs_mount_hd.flags|fs_mount_addon.flags|fs_mount_l10n.flags|ui_language.flags, FCVAR_CHANGED ))
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retval = true;
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return retval;
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}
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@ -167,6 +167,11 @@ extern convar_t cl_filterstuffcmd;
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extern convar_t rcon_password;
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extern convar_t hpk_custom_file;
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extern convar_t con_gamemaps;
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extern convar_t fs_mount_lv;
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extern convar_t fs_mount_hd;
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extern convar_t fs_mount_addon;
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extern convar_t fs_mount_l10n;
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extern convar_t ui_language; // historically used for UI, but now controls mounted localization directory
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#define Mod_AllowMaterials() ( host_allow_materials.value != 0.0f && !FBitSet( host.features, ENGINE_DISABLE_HDTEXTURES ))
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@ -411,6 +416,7 @@ byte *FS_LoadFile( const char *path, fs_offset_t *filesizeptr, qboolean gamediro
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byte *FS_LoadDirectFile( const char *path, fs_offset_t *filesizeptr )
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MALLOC_LIKE( _Mem_Free, 1 ) WARN_UNUSED_RESULT;
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void FS_Rescan_f( void );
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void FS_CheckConfig( void );
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//
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// cmd.c
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@ -1,4 +1,4 @@
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/*
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/*
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filesystem.c - game filesystem based on DP fs
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Copyright (C) 2003-2006 Mathieu Olivier
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Copyright (C) 2000-2007 DarkPlaces contributors
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@ -21,6 +21,12 @@ GNU General Public License for more details.
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#include "library.h"
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#include "platform/platform.h"
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CVAR_DEFINE_AUTO( fs_mount_hd, "0", FCVAR_ARCHIVE|FCVAR_PRIVILEGED|FCVAR_LATCH, "mount high definition content folder" );
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CVAR_DEFINE_AUTO( fs_mount_lv, "0", FCVAR_ARCHIVE|FCVAR_PRIVILEGED|FCVAR_LATCH, "mount low violence models content folder" );
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CVAR_DEFINE_AUTO( fs_mount_addon, "0", FCVAR_ARCHIVE|FCVAR_PRIVILEGED|FCVAR_LATCH, "mount addon content folder" );
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CVAR_DEFINE_AUTO( fs_mount_l10n, "0", FCVAR_ARCHIVE|FCVAR_PRIVILEGED|FCVAR_LATCH, "mount localization content folder" );
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CVAR_DEFINE_AUTO( ui_language, "english", FCVAR_ARCHIVE|FCVAR_PRIVILEGED|FCVAR_LATCH, "selected game language" );
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fs_api_t g_fsapi;
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fs_globals_t *FI;
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@ -71,7 +77,21 @@ void *FS_GetNativeObject( const char *obj )
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void FS_Rescan_f( void )
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{
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FS_Rescan( 0, NULL );
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uint32_t flags = 0;
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// FIXME: VFS shouldn't care about this, allow engine to mount gamedirs
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if( fs_mount_lv.value ) SetBits( flags, FS_MOUNT_LV );
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if( fs_mount_hd.value ) SetBits( flags, FS_MOUNT_HD );
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if( fs_mount_addon.value ) SetBits( flags, FS_MOUNT_ADDON );
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if( fs_mount_l10n.value ) SetBits( flags, FS_MOUNT_L10N );
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g_fsapi.Rescan( flags, ui_language.string );
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ClearBits( fs_mount_lv.flags, FCVAR_CHANGED );
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ClearBits( fs_mount_hd.flags, FCVAR_CHANGED );
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ClearBits( fs_mount_addon.flags, FCVAR_CHANGED );
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ClearBits( fs_mount_l10n.flags, FCVAR_CHANGED );
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ClearBits( ui_language.flags, FCVAR_CHANGED );
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}
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static void FS_ClearPaths_f( void )
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@ -236,6 +256,12 @@ static qboolean FS_DetermineReadOnlyRootDirectory( char *out, size_t size )
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return false;
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}
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void FS_CheckConfig( void )
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{
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if( fs_mount_lv.value || fs_mount_hd.value || fs_mount_addon.value || fs_mount_l10n.value )
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FS_Rescan_f();
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}
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/*
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================
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FS_Init
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@ -288,6 +314,11 @@ void FS_Init( const char *basedir )
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Cmd_AddRestrictedCommand( "fs_clearpaths", FS_ClearPaths_f, "clear filesystem search pathes" );
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Cmd_AddRestrictedCommand( "fs_make_gameinfo", FS_MakeGameInfo_f, "create gameinfo.txt for current running game" );
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Cvar_RegisterVariable( &fs_mount_hd );
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Cvar_RegisterVariable( &fs_mount_lv );
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Cvar_RegisterVariable( &fs_mount_addon );
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Cvar_RegisterVariable( &fs_mount_l10n );
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if( !Sys_GetParmFromCmdLine( "-dll", host.gamedll ))
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host.gamedll[0] = 0;
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@ -1310,6 +1310,7 @@ int EXPORT Host_Main( int argc, char **argv, const char *progname, int bChangeGa
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Cmd_RemoveCommand( "setgl" );
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Cbuf_ExecStuffCmds(); // execute stuffcmds (commandline)
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SCR_CheckStartupVids(); // must be last
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FS_CheckConfig();
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if( Sys_GetParmFromCmdLine( "-timedemo", demoname ))
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Cbuf_AddTextf( "timedemo %s\n", demoname );
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