// Leonardo Zide (leo@lokigames.com)
//
+#include "defaults.h"
#include "qe3.h"
#include "globaldefs.h"
const char* userRoot = g_qeglobals.m_userEnginePath.c_str();
const char* globalRoot = EnginePath_get();
+ // editor builtin VFS
+ StringOutputStream editorGamePath( 256 );
+ editorGamePath << GlobalRadiant().getDataPath() << DEFAULT_EDITORVFS_DIRNAME;
+ GlobalFileSystem().initDirectory( editorGamePath.c_str() );
+
// if we have a mod dir
if ( !string_equal( gamename, basegame ) ) {
// ~/.<gameprefix>/<fs_game>
void bsp_init(){
build_set_variable( "RadiantPath", AppPath_get() );
+
+ #if GDEF_OS_WINDOWS
build_set_variable( "ExecutableType", RADIANT_EXECUTABLE );
+ #endif // GDEF_OS_WINDOWS
+
build_set_variable( "EnginePath", EnginePath_get() );
build_set_variable( "UserEnginePath", g_qeglobals.m_userEnginePath.c_str() );
build_set_variable( "MonitorAddress", ( g_WatchBSP_Enabled ) ? "127.0.0.1:39000" : "" );
ArrayCommandListener(){
m_array = g_ptr_array_new();
}
+
~ArrayCommandListener(){
g_ptr_array_free( m_array, TRUE );
}