From 3e5a73787108d68749e9e8d288c97027b848969a Mon Sep 17 00:00:00 2001 From: Radegast Date: Mon, 26 Nov 2012 18:48:59 +0000 Subject: [PATCH] misc: removed unused cvar fs_copyfiles, refs #31 --- src/qcommon/files.c | 28 +++++----------------------- 1 file changed, 5 insertions(+), 23 deletions(-) diff --git a/src/qcommon/files.c b/src/qcommon/files.c index d2c923aad..f87ead405 100644 --- a/src/qcommon/files.c +++ b/src/qcommon/files.c @@ -54,15 +54,6 @@ command line to allow code debugging in a different directory. Basepath cannot be modified at all after startup. Any files that are created (demos, screenshots, etc) will be created reletive to the base path, so base path should usually be writable. -The "cd path" is the path to an alternate hierarchy that will be searched if a file -is not located in the base path. A user can do a partial install that copies some -data to a base path created on their hard drive and leave the rest on the cd. Files -are never writen to the cd path. It defaults to a value set by the installer, like -"e:\quake3", but it can be overridden with "+set ds_cdpath g:\quake3". - -If a user runs the game directly from a CD, the base path would be on the CD. This -should still function correctly, but all file writes will fail (harmlessly). - The "home path" is the path used for all write access. On win32 systems we have "base path" == "home path", but on *nix systems the base installation is usually readonly, and "home path" points to ~/.q3a or similar @@ -96,10 +87,6 @@ trying to restrict demo / oem versions of the game with code changes. Demo / oe should be exactly the same executables as release versions, but with different data that automatically restricts where game media can come from to prevent add-ons from working. -If the "fs_copyfiles" cvar is set to 1, then every time a file is sourced from the cd -path, it will be copied over to the base path. This is a development aid to help build -test releases and to copy working sets over slow network links. - File search order: when FS_FOpenFileRead gets called it will go through the fs_searchpaths structure and stop on the first successful hit. fs_searchpaths is built with successive calls to FS_AddGameDirectory @@ -176,7 +163,7 @@ Read / write config to floppy option. Different version coexistance? -When building a pak file, make sure a wolfconfig.cfg isn't present in it, +When building a pak file, make sure a etconfig.cfg isn't present in it, or configs will never get loaded from disk! todo: @@ -234,7 +221,6 @@ static cvar_t *fs_debug; static cvar_t *fs_homepath; static cvar_t *fs_basepath; static cvar_t *fs_basegame; -static cvar_t *fs_copyfiles; static cvar_t *fs_gamedirvar; static searchpath_t *fs_searchpaths; static int fs_readCount; // total bytes read @@ -3024,8 +3010,7 @@ void FS_Path_f(void) } /* - * The only purpose of this function is to allow game script files to copy - * arbitrary files furing an "fs_copyfiles 1" run. + * @brief Simulates the 'touch' unix command */ void FS_TouchFile_f(void) { @@ -3494,10 +3479,9 @@ static void FS_Startup(const char *gameName) Com_Printf("----- FS_Startup -----\n"); - fs_debug = Cvar_Get("fs_debug", "0", 0); - fs_copyfiles = Cvar_Get("fs_copyfiles", "0", CVAR_INIT); - fs_basepath = Cvar_Get("fs_basepath", Sys_DefaultInstallPath(), CVAR_INIT); - fs_basegame = Cvar_Get("fs_basegame", "", CVAR_INIT); + fs_debug = Cvar_Get("fs_debug", "0", 0); + fs_basepath = Cvar_Get("fs_basepath", Sys_DefaultInstallPath(), CVAR_INIT); + fs_basegame = Cvar_Get("fs_basegame", "", CVAR_INIT); homePath = Sys_DefaultHomePath(); //Returns My Documents path on windows now ex: C:\Users\username\Documents where also other games add their data if (!homePath || !homePath[0]) @@ -4354,8 +4338,6 @@ void FS_InitFilesystem(void) Com_Printf("Info: fs_game is set to '%s' mod. Start ET:L with param '+set etmain' for adoring history.\n", tmp_fs_game->string); } - Com_StartupVariable("fs_copyfiles"); - // try to start up normally FS_Startup(BASEGAME);