Files
Jedi-Academy/codemp/win32/win_main_console.cpp
2013-04-04 14:32:05 -07:00

1018 lines
20 KiB
C++

#include "../qcommon/qcommon.h"
#include "../client/client.h"
#include "win_local.h"
#include "resource.h"
#include <float.h>
#include <stdio.h>
#include "../game/g_public.h"
#include "../xbox/XBLive.h"
#include "../qcommon/files.h"
#include "win_file.h"
#include "../renderer/tr_local.h"
#include "glw_win_dx8.h"
#include "../qcommon/xb_settings.h"
#ifdef _XBOX
#include "../cgame/cg_local.h"
#include "../client/cl_data.h"
#include <IO.h>
#define NEWDECL __cdecl
#ifndef FINAL_BUILD
#include "dbg_console_xbox.h"
#endif
#endif
extern int eventHead, eventTail;
extern sysEvent_t eventQue[MAX_QUED_EVENTS];
extern byte sys_packetReceived[MAX_MSGLEN];
void *NEWDECL operator new(size_t size)
{
return Z_Malloc(size, TAG_NEWDEL, qfalse);
}
void *NEWDECL operator new[](size_t size)
{
return Z_Malloc(size, TAG_NEWDEL, qfalse);
}
void NEWDECL operator delete[](void *ptr)
{
if (ptr)
Z_Free(ptr);
}
void NEWDECL operator delete(void *ptr)
{
if (ptr)
Z_Free(ptr);
}
/*
================
Sys_Init
Called after the common systems (cvars, files, etc)
are initialized
================
*/
extern void Sys_In_Restart_f(void);
extern void Sys_Net_Restart_f(void);
void Sys_Init( void )
{
Cmd_AddCommand ("in_restart", Sys_In_Restart_f);
Cmd_AddCommand ("net_restart", Sys_Net_Restart_f);
}
char *Sys_Cwd( void ) {
static char cwd[MAX_OSPATH];
#ifdef _XBOX
strcpy(cwd, "d:");
#endif
#ifdef _GAMECUBE
strcpy(cwd, ".");
#endif
return cwd;
}
/*
=================
Sys_In_Restart_f
Restart the input subsystem
=================
*/
void Sys_In_Restart_f( void ) {
}
/*
=============
Sys_Error
Show the early console as an error dialog
=============
*/
void Sys_Error( const char *error, ... ) {
va_list argptr;
char text[256];
va_start (argptr, error);
vsprintf (text, error, argptr);
va_end (argptr);
#ifdef _GAMECUBE
printf(text);
#else
OutputDebugString(text);
#endif
#if 0 // UN-PORT
Com_ShutdownZoneMemory();
Com_ShutdownHunkMemory();
#endif
exit (1);
}
/*
================
Sys_GetEvent
================
*/
#define MAX_POLL_RATE 15
sysEvent_t Sys_GetEvent( void ) {
sysEvent_t ev;
// return if we have data
if(ClientManager::splitScreenMode == qtrue)
{
if(ClientManager::ActiveClient().eventHead > ClientManager::ActiveClient().eventTail ) {
ClientManager::ActiveClient().eventTail++;
return ClientManager::ActiveClient().eventQue[ (ClientManager::ActiveClient().eventTail - 1) & MASK_QUED_EVENTS ];
}
}
else
{
if ( eventHead > eventTail ) {
eventTail++;
return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
}
}
// check for network packets
msg_t netmsg;
netadr_t adr;
MSG_Init( &netmsg, sys_packetReceived, sizeof( sys_packetReceived ) );
if ( Sys_GetPacket ( &adr, &netmsg ) ) {
netadr_t *buf;
int len;
// copy out to a seperate buffer for qeueing
// the readcount stepahead is for SOCKS support
len = sizeof( netadr_t ) + netmsg.cursize - netmsg.readcount;
buf = (netadr_t *) Z_Malloc(len, TAG_EVENT, qfalse, 4);
*buf = adr;
memcpy( buf+1, &netmsg.data[netmsg.readcount], netmsg.cursize - netmsg.readcount );
Sys_QueEvent( 0, SE_PACKET, 0, 0, len, buf );
}
//Check for broadcast messages
MSG_Init( &netmsg, sys_packetReceived, sizeof( sys_packetReceived ) );
if ( Sys_GetBroadcastPacket ( &netmsg ) )
{
// copy out to a seperate buffer for qeueing
int len = netmsg.cursize - netmsg.readcount;
char *buf = (char *) Z_Malloc(len, TAG_EVENT, qfalse, 4);
memcpy( buf, &netmsg.data[netmsg.readcount], netmsg.cursize - netmsg.readcount );
Sys_QueEvent( 0, SE_BROADCAST_PACKET, 0, 0, len, buf );
}
// return if we have data
if(ClientManager::splitScreenMode == qtrue)
{
if(ClientManager::ActiveClient().eventHead > ClientManager::ActiveClient().eventTail ) {
ClientManager::ActiveClient().eventTail++;
return ClientManager::ActiveClient().eventQue[ (ClientManager::ActiveClient().eventTail - 1) & MASK_QUED_EVENTS ];
}
}
else
{
if ( eventHead > eventTail ) {
eventTail++;
return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
}
}
// create an empty event to return
memset( &ev, 0, sizeof( ev ) );
ev.evTime = Sys_Milliseconds();
return ev;
}
void Sys_Print(const char *msg)
{
#ifdef _GAMECUBE
printf(msg);
#else
OutputDebugString(msg);
#endif
}
/*
==============
Sys_Log
==============
*/
void Sys_Log( const char *file, const char *msg ) {
Sys_Log(file, msg, strlen(msg), strchr(msg, '\n') ? true : false);
}
/*
==============
Sys_Log
==============
*/
void Sys_Log( const char *file, const void *buffer, int size, bool flush ) {
#ifndef FINAL_BUILD
static bool unableToLog = false;
// Once we've failed to write to the log files once, bail out.
// This lets us put release builds on DVD without recompiling.
if (unableToLog)
return;
struct FileInfo
{
char name[MAX_QPATH];
FILE *handle;
};
const int LOG_MAX_FILES = 4;
static FileInfo files[LOG_MAX_FILES];
static int num_files = 0;
FileInfo* cur = NULL;
for (int f = 0; f < num_files; ++f)
{
if (!stricmp(file, files[f].name))
{
cur = &files[f];
break;
}
}
if (cur == NULL)
{
if (num_files >= LOG_MAX_FILES)
{
Sys_Print("Too many log files!\n");
return;
}
cur = &files[num_files++];
strcpy(cur->name, file);
cur->handle = NULL;
}
char fullname[MAX_QPATH];
sprintf(fullname, "d:\\%s", cur->name);
if (!cur->handle)
{
cur->handle = fopen(fullname, "wb");
if (cur->handle == NULL)
{
Sys_Print("Unable to open log file!\n");
unableToLog = true;
return;
}
}
if (size == 1) fputc(*(char*)buffer, cur->handle);
else fwrite(buffer, size, 1, cur->handle);
if (flush)
{
fflush(cur->handle);
}
#endif
}
#ifdef _XBOX
HANDLE Sys_FileStreamMutex = INVALID_HANDLE_VALUE;
#endif
void Win_Init(void)
{
#ifdef _XBOX
Sys_FileStreamMutex = CreateMutex(NULL, FALSE, NULL);
#endif
}
/*
Crappy full-screen texture drawing code from SP
*/
/*********
SP_DrawTexture
*********/
void SP_DrawTexture(void* pixels, float width, float height, float vShift)
{
if (!pixels)
{
// Ug. We were not even able to load the error message texture.
return;
}
// Create a texture from the buffered file
GLuint texid;
qglGenTextures(1, &texid);
qglBindTexture(GL_TEXTURE_2D, texid);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_DDS1_EXT, width, height, 0, GL_DDS1_EXT, GL_UNSIGNED_BYTE, pixels);
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
// Reset every GL state we've got. Who knows what state
// the renderer could be in when this function gets called.
qglColor3f(1.f, 1.f, 1.f);
#ifdef _XBOX
if(glw_state->isWidescreen)
qglViewport(0, 0, 720, 480);
else
#endif
qglViewport(0, 0, 640, 480);
GLboolean alpha = qglIsEnabled(GL_ALPHA_TEST);
qglDisable(GL_ALPHA_TEST);
GLboolean blend = qglIsEnabled(GL_BLEND);
qglDisable(GL_BLEND);
GLboolean cull = qglIsEnabled(GL_CULL_FACE);
qglDisable(GL_CULL_FACE);
GLboolean depth = qglIsEnabled(GL_DEPTH_TEST);
qglDisable(GL_DEPTH_TEST);
GLboolean fog = qglIsEnabled(GL_FOG);
qglDisable(GL_FOG);
GLboolean lighting = qglIsEnabled(GL_LIGHTING);
qglDisable(GL_LIGHTING);
GLboolean offset = qglIsEnabled(GL_POLYGON_OFFSET_FILL);
qglDisable(GL_POLYGON_OFFSET_FILL);
GLboolean scissor = qglIsEnabled(GL_SCISSOR_TEST);
qglDisable(GL_SCISSOR_TEST);
GLboolean stencil = qglIsEnabled(GL_STENCIL_TEST);
qglDisable(GL_STENCIL_TEST);
GLboolean texture = qglIsEnabled(GL_TEXTURE_2D);
qglEnable(GL_TEXTURE_2D);
qglMatrixMode(GL_MODELVIEW);
qglLoadIdentity();
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity();
#ifdef _XBOX
if(glw_state->isWidescreen)
qglOrtho(0, 720, 0, 480, 0, 1);
else
#endif
qglOrtho(0, 640, 0, 480, 0, 1);
qglMatrixMode(GL_TEXTURE0);
qglLoadIdentity();
qglMatrixMode(GL_TEXTURE1);
qglLoadIdentity();
qglActiveTextureARB(GL_TEXTURE0_ARB);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
memset(&tess, 0, sizeof(tess));
// Draw the error message
qglBeginFrame();
/* if (!SP_LicenseDone)
{
// clear the screen if we haven't done the
// license yet...
qglClearColor(0, 0, 0, 1);
qglClear(GL_COLOR_BUFFER_BIT);
}
*/
float x1, x2, y1, y2;
#ifdef _XBOX
if(glw_state->isWidescreen)
{
x1 = 0;
x2 = 720;
y1 = 0;
y2 = 480;
}
else {
#endif
x1 = 0;
x2 = 640;
y1 = 0;
y2 = 480;
#ifdef _XBOX
}
#endif
y1 += vShift;
y2 += vShift;
qglBeginEXT (GL_TRIANGLE_STRIP, 4, 0, 0, 4, 0);
qglTexCoord2f( 0, 0 );
qglVertex2f(x1, y1);
qglTexCoord2f( 1 , 0 );
qglVertex2f(x2, y1);
qglTexCoord2f( 0, 1 );
qglVertex2f(x1, y2);
qglTexCoord2f( 1, 1 );
qglVertex2f(x2, y2);
qglEnd();
qglEndFrame();
qglFlush();
// Restore (most) of the render states we reset
if (alpha) qglEnable(GL_ALPHA_TEST);
else qglDisable(GL_ALPHA_TEST);
if (blend) qglEnable(GL_BLEND);
else qglDisable(GL_BLEND);
if (cull) qglEnable(GL_CULL_FACE);
else qglDisable(GL_CULL_FACE);
if (depth) qglEnable(GL_DEPTH_TEST);
else qglDisable(GL_DEPTH_TEST);
if (fog) qglEnable(GL_FOG);
else qglDisable(GL_FOG);
if (lighting) qglEnable(GL_LIGHTING);
else qglDisable(GL_LIGHTING);
if (offset) qglEnable(GL_POLYGON_OFFSET_FILL);
else qglDisable(GL_POLYGON_OFFSET_FILL);
if (scissor) qglEnable(GL_SCISSOR_TEST);
else qglDisable(GL_SCISSOR_TEST);
if (stencil) qglEnable(GL_STENCIL_TEST);
else qglDisable(GL_STENCIL_TEST);
if (texture) qglEnable(GL_TEXTURE_2D);
else qglDisable(GL_TEXTURE_2D);
// Kill the texture
qglDeleteTextures(1, &texid);
}
/*********
SP_GetLanguageExt
Retuns the extension for the current language, or
english if the language is unknown.
*********/
char* SP_GetLanguageExt()
{
switch(XGetLanguage())
{
case XC_LANGUAGE_ENGLISH:
return "EN";
// case XC_LANGUAGE_JAPANESE:
// return "JA";
case XC_LANGUAGE_GERMAN:
return "GE";
// case XC_LANGUAGE_SPANISH:
// return "SP";
// case XC_LANGUAGE_ITALIAN:
// return "IT";
// case XC_LANGUAGE_KOREAN:
// return "KO";
// case XC_LANGUAGE_TCHINESE:
// return "CH";
// case XC_LANGUAGE_PORTUGUESE:
// return "PO";
case XC_LANGUAGE_FRENCH:
return "FR";
default:
return "EN";
}
}
/*********
SP_LoadFile
*********/
void* SP_LoadFile(const char* name)
{
wfhandle_t h = WF_Open(name, true, false);
if (h < 0) return NULL;
if (WF_Seek(0, SEEK_END, h))
{
WF_Close(h);
return NULL;
}
int len = WF_Tell(h);
if (WF_Seek(0, SEEK_SET, h))
{
WF_Close(h);
return NULL;
}
void *buf = Z_Malloc(len, TAG_TEMP_WORKSPACE, false, 32);
if (WF_Read(buf, len, h) != len)
{
Z_Free(buf);
WF_Close(h);
return NULL;
}
WF_Close(h);
return buf;
}
/*********
SP_LoadFileWithLanguage
Loads a screen with the appropriate language
*********/
void *SP_LoadFileWithLanguage(const char *name)
{
char fullname[MAX_QPATH];
void *buffer = NULL;
char *ext;
// get the language extension
ext = SP_GetLanguageExt();
// creat the fullpath name and try to load the texture
sprintf(fullname, "%s_%s.dds", name, ext);
buffer = SP_LoadFile(fullname);
if (!buffer)
{
sprintf(fullname, "%s.dds", name);
buffer = SP_LoadFile(fullname);
}
return buffer;
}
/*
SP_DrawSPLoadScreen
Draws the single player loading screen - used when skipping the logo movies
*/
void SP_DrawSPLoadScreen( void )
{
// Load the texture:
void *image = SP_LoadFileWithLanguage("d:\\base\\media\\LoadSP");
if( image )
{
SP_DrawTexture(image, 512, 512, 0);
Z_Free(image);
}
}
/*
ERR_DiscFail
Draws the damaged/dirty disc message, looping forever
*/
void ERR_DiscFail(bool poll)
{
// Load the texture:
void *image = SP_LoadFileWithLanguage("d:\\base\\media\\DiscErr");
if( image )
{
SP_DrawTexture(image, 512, 512, 0);
Z_Free(image);
}
for (;;)
{
extern void S_Update_(void);
S_Update_();
}
}
/*****************************************************************************/
/*
=====================
XBE SWITCHING SUPPORT
=====================
*/
#define LAUNCH_MAGIC "J3D1"
void Sys_Reboot( const char *reason )
{
LAUNCH_DATA ld;
const char *path = NULL;
memset( &ld, 0, sizeof(ld) );
if (!Q_stricmp(reason, "new_account"))
{
PLD_LAUNCH_DASHBOARD pDash = (PLD_LAUNCH_DASHBOARD) &ld;
pDash->dwReason = XLD_LAUNCH_DASHBOARD_NEW_ACCOUNT_SIGNUP;
path = NULL;
}
else if (!Q_stricmp(reason, "net_config"))
{
PLD_LAUNCH_DASHBOARD pDash = (PLD_LAUNCH_DASHBOARD) &ld;
pDash->dwReason = XLD_LAUNCH_DASHBOARD_NETWORK_CONFIGURATION;
path = NULL;
}
else if (!Q_stricmp(reason, "manage_account"))
{
PLD_LAUNCH_DASHBOARD pDash = (PLD_LAUNCH_DASHBOARD) &ld;
pDash->dwReason = XLD_LAUNCH_DASHBOARD_ACCOUNT_MANAGEMENT;
path = NULL;
}
else if (!Q_stricmp(reason, "singleplayer"))
{
SP_DrawSPLoadScreen();
glw_state->device->PersistDisplay();
path = "d:\\default.xbe";
ld.Data[0] = IN_GetMainController();
strcpy((char *)&ld.Data[1], LAUNCH_MAGIC);
if( Settings.IsDisabled() )
ld.Data[5] = 0x42;
}
else
{
Com_Error( ERR_FATAL, "Unknown reboot code %s\n", reason );
}
// Title should not be doing ANYTHING in the background.
// Shutting down sound ensures that the sound thread is gone
S_Shutdown();
// Similarly, kill off the streaming thread
extern void Sys_StreamShutdown(void);
Sys_StreamShutdown();
XLaunchNewImage(path, &ld);
// This function should not return!
Com_Error( ERR_FATAL, "ERROR: XLaunchNewImage returned\n" );
}
static LAUNCH_DATA s_ld;
// Run-once function to make sure that ld is filled in.
// Call this from any function that needs to use s_ld:
static void _initLD( void )
{
static bool initialized = false;
if( !initialized )
{
initialized = true;
DWORD launchType;
if( XGetLaunchInfo( &launchType, &s_ld ) != ERROR_SUCCESS ||
launchType != LDT_TITLE )
memset( &s_ld, 0, sizeof(s_ld) );
if( s_ld.Data[1] == 0x42 )
Settings.Disable();
}
}
int Sys_GetLaunchController( void )
{
_initLD();
return s_ld.Data[0];
}
// Used to check for the presence of an accepted invite for our game on the HD.
// This actually looks in the launch_data, because the SP game absorbs it, then
// copies it back to the LD before rebooting. Bleh.
XONLINE_ACCEPTED_GAMEINVITE *Sys_AcceptedInvite( void )
{
_initLD();
// Flag to indicate whether or not we had an invite:
if( !s_ld.Data[2] )
return NULL;
// OK. The SP XBE should have just copied the invite to the LD:
return (XONLINE_ACCEPTED_GAMEINVITE *) &s_ld.Data[3];
}
/*
==================
WinMain
==================
*/
#if defined (_XBOX)
int __cdecl main()
#elif defined (_GAMECUBE)
int main(int argc, char* argv[])
#endif
{
// I'm going to kill someone. This should not be necessary. No, really.
Direct3D_SetPushBufferSize(1024*1024, 128*1024);
// get the initial time base
Sys_Milliseconds();
Win_Init();
Com_Init( "" );
//Start sound early. The STL inside will allocate memory and we don't
//want that memory in the middle of the zone.
if ( !cls.soundRegistered ) {
cls.soundRegistered = qtrue;
S_BeginRegistration(ClientManager::NumClients());
}
// NET_Init();
// At this point, we NEED our local address:
extern void NET_GetLocalAddress( bool force );
NET_GetLocalAddress( true );
// A sample does this, seems un-necessary though:
// XNetGetBroadcastVersionStatus( TRUE );
// Check for a pending invitation on the HD. We call this now to
// force the result to be retrieved and cached inside the func.
Sys_AcceptedInvite();
// main game loop
while( 1 ) {
/*
extern void PrintMem(void);
PrintMem();
*/
IN_Frame();
Com_Frame();
// Do any XBL stuff
// XBL_Tick();
// Poll debug console for new commands
#ifndef FINAL_BUILD
DebugConsoleHandleCommands();
#endif
}
return 0;
}
char *Sys_GetClipboardData(void) { return NULL; }
void Sys_StartProcess(char *, qboolean) {}
void Sys_OpenURL(char *, int) {}
void Sys_Quit(void) {}
void Sys_ShowConsole(int, int) {}
void Sys_Mkdir(const char *) {}
int Sys_LowPhysicalMemory(void) { return 0; }
void Sys_FreeFileList(char **filelist)
{
// All strings in a file list are allocated at once, so we just need to
// do two frees, one for strings, one for the pointers.
if ( filelist )
{
if ( filelist[0] )
Z_Free( filelist[0] );
Z_Free( filelist );
}
}
#ifdef _JK2MP
char** Sys_ListFiles(const char *directory, const char *extension, char *filter, int *numfiles, qboolean wantsubs)
#else
char** Sys_ListFiles(const char *directory, const char *extension, int *numfiles, qboolean wantsubs)
#endif
{
#ifdef _JK2MP
// MP has extra filter paramter. We don't support that.
if (filter)
{
assert(!"Sys_ListFiles doesn't support filter on console!");
return NULL;
}
#endif
// Hax0red console version of Sys_ListFiles. We mangle our arguments to get a standard filename
// That file should exist, and contain the list of files that meet this search criteria.
char listFilename[MAX_OSPATH];
char *listFile, *curFile, *end;
int nfiles;
char **retList;
// S00per hack
if (strstr(directory, "d:\\base\\"))
directory += 8;
if (!extension)
{
extension = "";
}
else if (extension[0] == '/' && extension[1] == 0)
{
// Passing a slash as extension will find directories
extension = "dir";
}
else if (extension[0] == '.')
{
// Skip over leading .
extension++;
}
// Build our filename
Com_sprintf(listFilename, sizeof(listFilename), "%s\\_console_%s_list_", directory, extension);
if (FS_ReadFile( listFilename, (void**)&listFile ) <= 0)
{
if(listFile) {
FS_FreeFile(listFile);
}
#ifndef FINAL_BUILD
Com_Printf( "WARNING: List file %s not found\n", listFilename );
#endif
if (numfiles)
*numfiles = 0;
return NULL;
}
// Do a first pass to count number of files in the list
nfiles = 0;
curFile = listFile;
while (true)
{
// Find end of line
end = strchr(curFile, '\r');
if (end)
{
// Should have a \n next -- skip them both
end += 2;
}
else
{
end = strchr(curFile, '\n');
if (end) end++;
else end = curFile + strlen(curFile);
}
// Is the line empty? If so, we're done.
if (!curFile || !curFile[0]) break;
++nfiles;
// Advance to next line
curFile = end;
}
// Fill in caller's pointer for number of files found
if (numfiles) *numfiles = nfiles;
// Did we find any files at all?
if (nfiles == 0)
{
FS_FreeFile(listFile);
return NULL;
}
// Allocate a file list, and quick string pool, but use LISTFILES
retList = (char **) Z_Malloc( ( nfiles + 1 ) * sizeof( *retList ), TAG_LISTFILES, qfalse);
// Our string pool is actually slightly too large, but it's temporary, and that's better
// than slightly too small
char *stringPool = (char *) Z_Malloc( strlen(listFile) + 1, TAG_LISTFILES, qfalse );
// Now go through the list of files again, and fill in the list to be returned
nfiles = 0;
curFile = listFile;
while (true)
{
// Find end of line
end = strchr(curFile, '\r');
if (end)
{
// Should have a \n next -- skip them both
*end++ = '\0';
*end++ = '\0';
}
else
{
end = strchr(curFile, '\n');
if (end) *end++ = '\0';
else end = curFile + strlen(curFile);
}
// Is the line empty? If so, we're done.
int curStrSize = strlen(curFile);
if (curStrSize < 1)
{
retList[nfiles] = NULL;
break;
}
// Alloc a small copy
//retList[nfiles++] = CopyString( curFile );
retList[nfiles++] = stringPool;
strcpy(stringPool, curFile);
stringPool += (curStrSize + 1);
// Advance to next line
curFile = end;
}
// Free the special file's buffer
FS_FreeFile( listFile );
return retList;
}
/*
=================
Sys_UnloadGame
=================
*/
void Sys_UnloadGame( void ) {
}
/*
=================
Sys_GetGameAPI
Loads the game dll
=================
*/
#ifndef _JK2MP
void *Sys_GetGameAPI (void *parms)
{
extern game_export_t *GetGameAPI( game_import_t *import );
return GetGameAPI((game_import_t *)parms);
}
#endif
/*
=================
Sys_LoadCgame
Used to hook up a development dll
=================
*/
// void * Sys_LoadCgame( void )
#ifndef _JK2MP
void * Sys_LoadCgame( int (**entryPoint)(int, ...), int (*systemcalls)(int, ...) )
{
extern void CG_PreInit();
extern void cg_dllEntry( int (*syscallptr)( int arg,... ) );
extern int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7 );
cg_dllEntry(systemcalls);
*entryPoint = (int (*)(int,...))vmMain;
CG_PreInit();
return 0;
}
#endif
/* VVFIXME: More stubs */
qboolean Sys_FileOutOfDate( LPCSTR psFinalFileName /* dest */, LPCSTR psDataFileName /* src */ )
{
return qfalse;
}
qboolean Sys_CopyFile(LPCSTR lpExistingFileName, LPCSTR lpNewFileName, qboolean bOverwrite)
{
return qfalse;
}
qboolean Sys_CheckCD( void )
{
return qtrue;
}