extern int fs_numgamedirs;
extern char fs_gamedirs[MAX_GAMEDIRS][MAX_QPATH];
+typedef struct vfs_s
+{
+ char gamedir[MAX_OSPATH];
+ char basedir[MAX_OSPATH];
+ char userdir[MAX_OSPATH];
+ int numgamedirs;
+ char gamedirs[MAX_GAMEDIRS][MAX_QPATH];
+} vfs_t;
// ------ Main functions ------ //
// IMPORTANT: the file path is automatically prefixed by the current game directory for
// each file created by FS_WriteFile, or opened in "write" or "append" mode by FS_OpenRealFile
-qbool FS_AddPack(const char *pakfile, qbool *already_loaded, qbool keep_plain_dirs); // already_loaded may be NULL if caller does not care
+qbool FS_AddPack(const char *pakfile, qbool *already_loaded, qbool keep_plain_dirs, qbool dlcache); // already_loaded may be NULL if caller does not care
const char *FS_WhichPack(const char *filename);
void FS_CreatePath (char *path);
int FS_SysOpenFD(const char *filepath, const char *mode, qbool nonblocking); // uses absolute path
const char *FS_FileWithoutPath (const char *in);
const char *FS_FileExtension (const char *in);
int FS_CheckNastyPath (const char *path, qbool isgamedir);
+void FS_SanitizePath (char *path);
extern const char *const fs_checkgamedir_missing; // "(missing)"
const char *FS_CheckGameDir(const char *gamedir); // returns NULL if nasty, fs_checkgamedir_missing (exact pointer) if missing
qbool FS_ChangeGameDirs(int numgamedirs, char gamedirs[][MAX_QPATH], qbool complain, qbool failmissing);
qbool FS_IsRegisteredQuakePack(const char *name);
int FS_CRCFile(const char *filename, size_t *filesizepointer);
+void FS_UnloadPacks_dlcache(void);
void FS_Rescan(void);
typedef struct fssearch_s