engine: change current working directory before initializing filesystem_stdio
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1 changed files with 8 additions and 4 deletions
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@ -224,16 +224,20 @@ void FS_Init( const char *basedir )
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Q_strncpy( gamedir, basedir, sizeof( gamedir )); // gamedir == basedir
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Q_strncpy( gamedir, basedir, sizeof( gamedir )); // gamedir == basedir
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FS_LoadProgs();
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FS_LoadProgs();
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// TODO: this function will cause engine to stop in case of fail
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// when it will have an option to return string error, restore Sys_Error
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// FIXME: why do we call this function before InitStdio?
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// because InitStdio immediately scans all available game directories
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// and this better be reworked at some point
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g_fsapi.SetCurrentDirectory( rootdir );
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if( !g_fsapi.InitStdio( true, rootdir, basedir, gamedir, rodir ))
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if( !g_fsapi.InitStdio( true, rootdir, basedir, gamedir, rodir ))
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{
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{
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Sys_Error( "Can't init filesystem_stdio!\n" );
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Sys_Error( "Can't init filesystem_stdio!\n" );
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return;
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return;
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}
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}
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// TODO: this function will cause engine to stop in case of fail
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// when it will have an option to return string error, restore Sys_Error
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g_fsapi.SetCurrentDirectory( rootdir );
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Cmd_AddRestrictedCommand( "fs_rescan", FS_Rescan_f, "rescan filesystem search pathes" );
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Cmd_AddRestrictedCommand( "fs_rescan", FS_Rescan_f, "rescan filesystem search pathes" );
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Cmd_AddRestrictedCommand( "fs_path", FS_Path_f_, "show filesystem search pathes" );
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Cmd_AddRestrictedCommand( "fs_path", FS_Path_f_, "show filesystem search pathes" );
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Cmd_AddRestrictedCommand( "fs_clearpaths", FS_ClearPaths_f, "clear filesystem search pathes" );
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Cmd_AddRestrictedCommand( "fs_clearpaths", FS_ClearPaths_f, "clear filesystem search pathes" );
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