- Small change to search path order - local files not in .pk3s take precedence over files in pk3s. Should make life easier for modders/mappers wanting to override textures that are already contained in some older pk3
- Make VM loading more robust, change loading order: when vm_* == 0 first try loading DLL, then QVM in *each* search directory/path - Fix FS_FileForHandle that would return a FILE pointer to invalid file handle 0
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6 changed files with 584 additions and 368 deletions
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@ -614,7 +614,7 @@ qboolean FS_FileExists( const char *file );
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qboolean FS_CreatePath (char *OSPath);
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char *FS_FindDll( const char *filename );
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vmInterpret_t FS_FindVM(void **startSearch, char *found, int foundlen, const char *name, int enableDll);
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char *FS_BuildOSPath( const char *base, const char *game, const char *qpath );
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qboolean FS_CompareZipChecksum(const char *zipfile);
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@ -630,9 +630,9 @@ fileHandle_t FS_FCreateOpenPipeFile( const char *filename );
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// will properly create any needed paths and deal with seperater character issues
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fileHandle_t FS_SV_FOpenFileWrite( const char *filename );
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int FS_SV_FOpenFileRead( const char *filename, fileHandle_t *fp );
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long FS_SV_FOpenFileRead( const char *filename, fileHandle_t *fp );
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void FS_SV_Rename( const char *from, const char *to );
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int FS_FOpenFileRead( const char *qpath, fileHandle_t *file, qboolean uniqueFILE );
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long FS_FOpenFileRead( const char *qpath, fileHandle_t *file, qboolean uniqueFILE );
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// if uniqueFILE is true, then a new FILE will be fopened even if the file
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// is found in an already open pak file. If uniqueFILE is false, you must call
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// FS_FCloseFile instead of fclose, otherwise the pak FILE would be improperly closed
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@ -651,7 +651,8 @@ int FS_Read( void *buffer, int len, fileHandle_t f );
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void FS_FCloseFile( fileHandle_t f );
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// note: you can't just fclose from another DLL, due to MS libc issues
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int FS_ReadFile( const char *qpath, void **buffer );
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long FS_ReadFileDir(const char *qpath, void *searchPath, void **buffer);
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long FS_ReadFile(const char *qpath, void **buffer);
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// returns the length of the file
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// a null buffer will just return the file length without loading
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// as a quick check for existance. -1 length == not present
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@ -668,7 +669,7 @@ void FS_FreeFile( void *buffer );
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void FS_WriteFile( const char *qpath, const void *buffer, int size );
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// writes a complete file, creating any subdirectories needed
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int FS_filelength( fileHandle_t f );
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long FS_filelength(fileHandle_t f);
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// doesn't work for files that are opened from a pack file
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int FS_FTell( fileHandle_t f );
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@ -726,6 +727,7 @@ void FS_FilenameCompletion( const char *dir, const char *ext,
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qboolean stripExt, void(*callback)(const char *s), qboolean allowNonPureFilesOnDisk );
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const char *FS_GetCurrentGameDir(void);
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qboolean FS_Which(const char *filename, void *searchPath);
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/*
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==============================================================
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