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635 lines
17 KiB
635 lines
17 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ====
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//
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// Purpose:
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//
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//=============================================================================
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#include "stdafx.h"
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#include <direct.h>
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#include <io.h>
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#include <WorldSize.h>
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#include "Gameconfig.h"
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#include "GlobalFunctions.h"
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#include "fgdlib/HelperInfo.h"
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#include "hammer.h"
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#include "KeyValues.h"
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#include "MapDoc.h"
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#include "MapDoc.h"
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#include "MapEntity.h"
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#include "MapInstance.h"
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#include "MapWorld.h"
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#include "filesystem_tools.h"
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#include "TextureSystem.h"
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#include "tier1/strtools.h"
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#include "gridnav.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#pragma warning(disable:4244)
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const int MAX_ERRORS = 5;
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GameData *pGD;
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CGameConfig g_DefaultGameConfig;
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CGameConfig *g_pGameConfig = &g_DefaultGameConfig;
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float g_MAX_MAP_COORD = 4096;
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float g_MIN_MAP_COORD = -4096;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CGameConfig *CGameConfig::GetActiveGame(void)
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{
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return g_pGameConfig;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pGame -
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//-----------------------------------------------------------------------------
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void CGameConfig::SetActiveGame(CGameConfig *pGame)
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{
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if (pGame != NULL)
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{
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g_pGameConfig = pGame;
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pGD = &pGame->GD;
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if (pGame->mapformat == mfHalfLife)
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{
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g_MAX_MAP_COORD = 4096;
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g_MIN_MAP_COORD = -4096;
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}
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else
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{
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g_MAX_MAP_COORD = pGD->GetMaxMapCoord();
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g_MIN_MAP_COORD = pGD->GetMinMapCoord();
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}
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CGridNav::Init( pGD->IsGridNavActive(), pGD->GetGridNavEdgeSize(), pGD->GetGridNavOffsetX(), pGD->GetGridNavOffsetY(), pGD->GetTraceHeight() );
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}
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else
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{
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g_pGameConfig = &g_DefaultGameConfig;
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pGD = NULL;
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g_MAX_MAP_COORD = 4096;
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g_MIN_MAP_COORD = -4096;
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CGridNav::Init( false );
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}
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// Moved out of here for single config running, since we set the active
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// game BEFORE initializing the file system and the texture system now.
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//FileSystem_SetGame(g_pGameConfig->m_szModDir);
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//g_Textures.SetActiveConfig(g_pGameConfig);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor. Maintains a static counter uniquely identifying each
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// game configuration.
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//-----------------------------------------------------------------------------
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CGameConfig::CGameConfig(void)
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{
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nGDFiles = 0;
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textureformat = tfNone;
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m_fDefaultTextureScale = DEFAULT_TEXTURE_SCALE;
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m_nDefaultLightmapScale = DEFAULT_LIGHTMAP_SCALE;
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m_MaterialExcludeCount = 0;
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memset(szName, 0, sizeof(szName));
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memset(szExecutable, 0, sizeof(szExecutable));
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memset(szDefaultPoint, 0, sizeof(szDefaultPoint));
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memset(szDefaultSolid, 0, sizeof(szDefaultSolid));
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memset(szBSP, 0, sizeof(szBSP));
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memset(szLIGHT, 0, sizeof(szLIGHT));
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memset(szVIS, 0, sizeof(szVIS));
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memset(szMapDir, 0, sizeof(szMapDir));
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memset(m_szGameExeDir, 0, sizeof(m_szGameExeDir));
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memset(szBSPDir, 0, sizeof(szBSPDir));
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memset(m_szPrefabDir, 0, sizeof(m_szPrefabDir));
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memset(m_szModDir, 0, sizeof(m_szModDir));
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strcpy(m_szCordonTexture, "BLACK");
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m_szSteamDir[0] = '\0';
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m_szSteamAppID[0] = '\0';
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static DWORD __dwID = 0;
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dwID = __dwID++;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Imports an old binary GameCfg.wc file.
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// Input : file -
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// fVersion -
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// Output : Returns TRUE on success, FALSE on failure.
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//-----------------------------------------------------------------------------
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BOOL CGameConfig::Import(std::fstream& file, float fVersion)
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{
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file.read(szName, sizeof szName);
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file.read((char*)&nGDFiles, sizeof nGDFiles);
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file.read((char*)&textureformat, sizeof textureformat);
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if (fVersion >= 1.1f)
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{
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file.read((char*)&mapformat, sizeof mapformat);
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}
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else
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{
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mapformat = mfQuake;
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}
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//
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// If reading an old (pre 1.4) format file, skip past the obselete palette
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// file path.
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//
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if (fVersion < 1.4f)
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{
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char szPalette[128];
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file.read(szPalette, sizeof szPalette);
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}
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file.read(szExecutable, sizeof szExecutable);
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file.read(szDefaultSolid, sizeof szDefaultSolid);
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file.read(szDefaultPoint, sizeof szDefaultPoint);
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if (fVersion >= 1.2f)
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{
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file.read(szBSP, sizeof szBSP);
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file.read(szLIGHT, sizeof szLIGHT);
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file.read(szVIS, sizeof szVIS);
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file.read(m_szGameExeDir, sizeof m_szGameExeDir);
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file.read(szMapDir, sizeof szMapDir);
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}
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if (fVersion >= 1.3f)
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{
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file.read(szBSPDir, sizeof(szBSPDir));
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}
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if (fVersion >= 1.4f)
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{
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// CSG setting is gone now.
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char szTempCSG[128];
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file.read(szTempCSG, sizeof(szTempCSG));
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file.read(m_szModDir, sizeof(m_szModDir));
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// gamedir is gone now.
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char tempGameDir[128];
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file.read(tempGameDir, sizeof(tempGameDir));
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}
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// read game data files
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char szBuf[128];
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for(int i = 0; i < nGDFiles; i++)
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{
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file.read(szBuf, sizeof szBuf);
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GDFiles.Add(CString(szBuf));
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}
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LoadGDFiles();
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Loads this game configuration from a keyvalue block.
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CGameConfig::Load(KeyValues *pkv)
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{
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char szKey[MAX_PATH];
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// We should at least be able to get the game name and the game dir.
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Q_strncpy(szName, pkv->GetName(), sizeof(szName));
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Q_strncpy(m_szModDir, pkv->GetString("GameDir"), sizeof(m_szModDir));
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// Try to get the Hammer settings.
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KeyValues *pkvHammer = pkv->FindKey("Hammer");
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if (!pkvHammer)
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return true;
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//
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// Load the game data filenames from the "GameData0..GameDataN" keys.
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//
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nGDFiles = 0;
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bool bAdded = true;
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do
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{
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sprintf(szKey, "GameData%d", nGDFiles);
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const char *pszGameData = pkvHammer->GetString(szKey);
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if (pszGameData[0] != '\0')
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{
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GDFiles.Add(pszGameData);
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nGDFiles++;
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}
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else
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{
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bAdded = false;
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}
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} while (bAdded);
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textureformat = (TEXTUREFORMAT)pkvHammer->GetInt("TextureFormat", tfVMT);
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mapformat = (MAPFORMAT)pkvHammer->GetInt("MapFormat", mfHalfLife2);
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m_fDefaultTextureScale = pkvHammer->GetFloat("DefaultTextureScale", DEFAULT_TEXTURE_SCALE);
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if (m_fDefaultTextureScale == 0)
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{
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m_fDefaultTextureScale = DEFAULT_TEXTURE_SCALE;
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}
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m_nDefaultLightmapScale = pkvHammer->GetInt("DefaultLightmapScale", DEFAULT_LIGHTMAP_SCALE);
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Q_strncpy(szExecutable, pkvHammer->GetString("GameExe"), sizeof(szExecutable));
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Q_strncpy(szDefaultSolid, pkvHammer->GetString("DefaultSolidEntity"), sizeof(szDefaultSolid));
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Q_strncpy(szDefaultPoint, pkvHammer->GetString("DefaultPointEntity"), sizeof(szDefaultPoint));
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Q_strncpy(szBSP, pkvHammer->GetString("BSP"), sizeof(szBSP));
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Q_strncpy(szVIS, pkvHammer->GetString("Vis"), sizeof(szVIS));
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Q_strncpy(szLIGHT, pkvHammer->GetString("Light"), sizeof(szLIGHT));
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Q_strncpy(m_szGameExeDir, pkvHammer->GetString("GameExeDir"), sizeof(m_szGameExeDir));
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Q_strncpy(szMapDir, pkvHammer->GetString("MapDir"), sizeof(szMapDir));
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Q_strncpy(szBSPDir, pkvHammer->GetString("BSPDir"), sizeof(szBSPDir));
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Q_strncpy(m_szPrefabDir, pkvHammer->GetString("PrefabDir"), sizeof(m_szPrefabDir));
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SetCordonTexture( pkvHammer->GetString("CordonTexture", "BLACK") );
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char szExcludeDir[MAX_PATH];
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m_MaterialExcludeCount = pkvHammer->GetInt( "MaterialExcludeCount" );
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for ( int i = 0; i < m_MaterialExcludeCount; i++ )
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{
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sprintf( szExcludeDir, "-MaterialExcludeDir%d", i );
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int index = m_MaterialExclusions.AddToTail();
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Q_strncpy( m_MaterialExclusions[index].szDirectory, pkvHammer->GetString( szExcludeDir ), sizeof( m_MaterialExclusions[index].szDirectory ) );
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Q_StripTrailingSlash( m_MaterialExclusions[index].szDirectory );
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m_MaterialExclusions[index].bUserGenerated = true;
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}
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LoadGDFiles();
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return(true);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Saves this config's data into a keyvalues object.
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CGameConfig::Save(KeyValues *pkv)
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{
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pkv->SetName(szName);
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pkv->SetString("GameDir", m_szModDir);
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// Try to get the Hammer settings.
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KeyValues *pkvHammer = pkv->FindKey("Hammer");
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if (pkvHammer)
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{
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pkv->RemoveSubKey(pkvHammer);
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pkvHammer->deleteThis();
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}
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pkvHammer = pkv->CreateNewKey();
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if (!pkvHammer)
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return false;
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pkvHammer->SetName("Hammer");
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//
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// Load the game data filenames from the "GameData0..GameDataN" keys.
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//
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for (int i = 0; i < nGDFiles; i++)
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{
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char szKey[MAX_PATH];
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sprintf(szKey, "GameData%d", i);
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pkvHammer->SetString(szKey, GDFiles.GetAt(i));
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}
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pkvHammer->SetInt("TextureFormat", textureformat);
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pkvHammer->SetInt("MapFormat", mapformat);
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pkvHammer->SetFloat("DefaultTextureScale", m_fDefaultTextureScale);
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pkvHammer->SetInt("DefaultLightmapScale", m_nDefaultLightmapScale);
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pkvHammer->SetString("GameExe", szExecutable);
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pkvHammer->SetString("DefaultSolidEntity", szDefaultSolid);
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pkvHammer->SetString("DefaultPointEntity", szDefaultPoint);
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pkvHammer->SetString("BSP", szBSP);
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pkvHammer->SetString("Vis", szVIS);
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pkvHammer->SetString("Light", szLIGHT);
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pkvHammer->SetString("GameExeDir", m_szGameExeDir);
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pkvHammer->SetString("MapDir", szMapDir);
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pkvHammer->SetString("BSPDir", szBSPDir);
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pkvHammer->SetString("PrefabDir", m_szPrefabDir);
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pkvHammer->SetString("CordonTexture", m_szCordonTexture);
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char szExcludeDir[MAX_PATH];
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pkvHammer->SetInt("MaterialExcludeCount", m_MaterialExcludeCount);
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for (int i = 0; i < m_MaterialExcludeCount; i++)
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{
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sprintf(szExcludeDir, "-MaterialExcludeDir%d", i );
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pkvHammer->SetString(szExcludeDir, m_MaterialExclusions[i].szDirectory);
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : file -
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//-----------------------------------------------------------------------------
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void CGameConfig::Save(std::fstream &file)
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{
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file.write(szName, sizeof szName);
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file.write((char*)&nGDFiles, sizeof nGDFiles);
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file.write((char*)&textureformat, sizeof textureformat);
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file.write((char*)&mapformat, sizeof mapformat);
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file.write(szExecutable, sizeof szExecutable);
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file.write(szDefaultSolid, sizeof szDefaultSolid);
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file.write(szDefaultPoint, sizeof szDefaultPoint);
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// 1.2
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file.write(szBSP, sizeof szBSP);
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file.write(szLIGHT, sizeof szLIGHT);
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file.write(szVIS, sizeof szVIS);
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file.write(m_szGameExeDir, sizeof(m_szGameExeDir));
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file.write(szMapDir, sizeof szMapDir);
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// 1.3
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file.write(szBSPDir, sizeof szBSPDir);
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// 1.4
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char tempCSG[128] = "";
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file.write(tempCSG, sizeof(tempCSG));
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file.write(m_szModDir, sizeof(m_szModDir));
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char tempGameDir[128] = "";
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file.write(tempGameDir, sizeof(tempGameDir));
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// write game data files
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char szBuf[128];
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for(int i = 0; i < nGDFiles; i++)
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{
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strcpy(szBuf, GDFiles[i]);
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file.write(szBuf, sizeof szBuf);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pConfig -
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//-----------------------------------------------------------------------------
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void CGameConfig::CopyFrom(CGameConfig *pConfig)
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{
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nGDFiles = pConfig->nGDFiles;
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GDFiles.RemoveAll();
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GDFiles.Append(pConfig->GDFiles);
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strcpy(szName, pConfig->szName);
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strcpy(szExecutable, pConfig->szExecutable);
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strcpy(szDefaultPoint, pConfig->szDefaultPoint);
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strcpy(szDefaultSolid, pConfig->szDefaultSolid);
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strcpy(szBSP, pConfig->szBSP);
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strcpy(szLIGHT, pConfig->szLIGHT);
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strcpy(szVIS, pConfig->szVIS);
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strcpy(szMapDir, pConfig->szMapDir);
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strcpy(m_szGameExeDir, pConfig->m_szGameExeDir);
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strcpy(szBSPDir, pConfig->szBSPDir);
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strcpy(m_szModDir, pConfig->m_szModDir);
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pConfig->m_MaterialExcludeCount = m_MaterialExcludeCount;
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for( int i = 0; i < m_MaterialExcludeCount; i++ )
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{
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strcpy( m_MaterialExclusions[i].szDirectory, pConfig->m_MaterialExclusions[i].szDirectory );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pEntity -
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// pGD -
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// Output : Returns TRUE to keep enumerating.
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//-----------------------------------------------------------------------------
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static BOOL UpdateClassPointer(CMapEntity *pEntity, GameData *pGD)
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{
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GDclass *pClass = pGD->ClassForName(pEntity->GetClassName());
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pEntity->SetClass(pClass);
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return(TRUE);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGameConfig::LoadGDFiles(void)
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{
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GD.ClearData();
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// Save the old working directory
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char szOldDir[MAX_PATH];
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_getcwd( szOldDir, sizeof(szOldDir) );
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// Set our working directory properly
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char szAppDir[MAX_PATH];
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APP()->GetDirectory( DIR_PROGRAM, szAppDir );
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_chdir( szAppDir );
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for (int i = 0; i < nGDFiles; i++)
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{
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GD.Load(GDFiles[i]);
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}
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// Reset our old working directory
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_chdir( szOldDir );
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// All the class pointers have changed - now we have to
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// reset all the class pointers in each map doc that
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// uses this game.
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for ( int i=0; i<CMapDoc::GetDocumentCount(); i++ )
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{
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CMapDoc *pDoc = CMapDoc::GetDocument(i);
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if (pDoc->GetGame() == this)
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{
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CMapWorld *pWorld = pDoc->GetMapWorld();
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pWorld->SetClass(GD.ClassForName(pWorld->GetClassName()));
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pWorld->EnumChildren((ENUMMAPCHILDRENPROC)UpdateClassPointer, (DWORD)&GD, MAPCLASS_TYPE(CMapEntity));
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Searches for the given filename, starting in szStartDir and looking
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// up the directory tree.
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// Input: szFile - the name of the file to search for.
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// szStartDir - the folder to start searching from, towards the root.
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// szFoundPath - receives the full path of the FOLDER where szFile was found.
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// Output : Returns true if the file was found, false if not. If the file was
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// found the full path (not including the filename) is returned in szFoundPath.
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//-----------------------------------------------------------------------------
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bool FindFileInTree(const char *szFile, const char *szStartDir, char *szFoundPath)
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{
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if ((szFile == NULL) || (szStartDir == NULL) || (szFoundPath == NULL))
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{
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return false;
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}
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char szRoot[MAX_PATH];
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strcpy(szRoot, szStartDir);
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Q_AppendSlash(szRoot, sizeof(szRoot));
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char szTemp[MAX_PATH];
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do
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{
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strcpy(szTemp, szRoot);
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strcat(szTemp, szFile);
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if (!_access(szTemp, 0))
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{
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strcpy(szFoundPath, szRoot);
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Q_StripTrailingSlash(szFoundPath);
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return true;
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}
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} while (Q_StripLastDir(szRoot, sizeof(szRoot)));
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *szDir -
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// *szSteamDir -
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// *szSteamUserDir -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool FindSteamUserDir(const char *szAppDir, const char *szSteamDir, char *szSteamUserDir)
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{
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if ((szAppDir == NULL) || (szSteamDir == NULL) || (szSteamUserDir == NULL))
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{
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return false;
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}
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// If the szAppDir was run from within the steam tree, we should be able to find the steam user dir.
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int nSteamDirLen = strlen(szSteamDir);
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if (!Q_strnicmp(szAppDir, szSteamDir, nSteamDirLen ) && (szAppDir[nSteamDirLen] == '\\'))
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{
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strcpy(szSteamUserDir, szAppDir);
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char *pszSlash = strchr(&szSteamUserDir[nSteamDirLen + 1], '\\');
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if (pszSlash)
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{
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pszSlash++;
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pszSlash = strchr(pszSlash, '\\');
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if (pszSlash)
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{
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*pszSlash = '\0';
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return true;
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}
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}
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}
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szSteamUserDir[0] = '\0';
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return false;
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}
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgoff.h"
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//-----------------------------------------------------------------------------
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// Purpose: Loads the settings from <mod dir>\gameinfo.txt into data members.
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//-----------------------------------------------------------------------------
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void CGameConfig::ParseGameInfo()
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{
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KeyValues *pkv = new KeyValues("gameinfo.txt");
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if (!pkv->LoadFromFile(g_pFileSystem, "gameinfo.txt", "GAME"))
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{
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pkv->deleteThis();
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return;
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}
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KeyValues *pKey = pkv->FindKey("FileSystem");
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if (pKey)
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{
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strcpy(m_szSteamAppID, pKey->GetString("SteamAppId", ""));
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}
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const char *InstancePath = pkv->GetString( "InstancePath", NULL );
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if ( InstancePath )
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{
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CMapInstance::SetInstancePath( InstancePath );
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}
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pkv->deleteThis();
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|
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char szAppDir[MAX_PATH];
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APP()->GetDirectory(DIR_PROGRAM, szAppDir);
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if (!FindFileInTree("steam.exe", szAppDir, m_szSteamDir))
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{
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// Couldn't find steam.exe in the hammer tree
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m_szSteamDir[0] = '\0';
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}
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if (!FindSteamUserDir(szAppDir, m_szSteamDir, m_szSteamUserDir))
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{
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m_szSteamUserDir[0] = '\0';
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}
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}
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//-----------------------------------------------------------------------------
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// Accessor methods to get at the mod + the game (*not* full paths)
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//-----------------------------------------------------------------------------
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const char *CGameConfig::GetMod()
|
|
{
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|
// Strip path from modDir
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|
char szModPath[MAX_PATH];
|
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static char szMod[MAX_PATH];
|
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Q_strncpy( szModPath, m_szModDir, MAX_PATH );
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Q_StripTrailingSlash( szModPath );
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if ( !szModPath[0] )
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{
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Q_strcpy( szModPath, "hl2" );
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}
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Q_FileBase( szModPath, szMod, MAX_PATH );
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return szMod;
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}
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|
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const char *CGameConfig::GetGame()
|
|
{
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|
return "hl2";
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|
|
|
// // Strip path from modDir
|
|
// char szGamePath[MAX_PATH];
|
|
// static char szGame[MAX_PATH];
|
|
// Q_strncpy( szGamePath, m_szGameDir, MAX_PATH );
|
|
// Q_StripTrailingSlash( szGamePath );
|
|
// Q_FileBase( szGamePath, szGame, MAX_PATH );
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|
|
|
// return szGame;
|
|
}
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