/external/quake/quake/src/QW/client/ |
D | gl_vidandroid.c | 127 sprintf(s, "%s/glquake", com_gamedir); in VID_SetPalette() 129 sprintf(s, "%s/glquake/15to8.pal", com_gamedir); in VID_SetPalette() 248 sprintf (gldir, "%s/glquake", com_gamedir); in VID_Init()
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D | common.c | 1314 char com_gamedir[MAX_OSPATH]; variable 1394 sprintf (name, "%s/%s", com_gamedir, filename); in COM_WriteFile() 1398 Sys_mkdir(com_gamedir); in COM_WriteFile() 1724 strcpy (com_gamedir, dir); in COM_AddGameDirectory() 1800 sprintf (com_gamedir, "%s/%s", com_basedir, dir); in COM_Gamedir() 1806 strcpy (search->filename, com_gamedir); in COM_Gamedir() 1815 sprintf (pakfile, "%s/pak%i.pak", com_gamedir, i); in COM_Gamedir()
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D | gl_mesh.c | 324 sprintf (fullpath, "%s/%s", com_gamedir, cache); in GL_MakeAliasModelDisplayLists() 329 sprintf (gldir, "%s/glquake", com_gamedir); in GL_MakeAliasModelDisplayLists()
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D | gl_vidlinux.c | 279 sprintf(s, "%s/glquake", com_gamedir); in VID_SetPalette() 281 sprintf(s, "%s/glquake/15to8.pal", com_gamedir); in VID_SetPalette() 634 sprintf (gldir, "%s/glquake", com_gamedir); in VID_Init()
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D | gl_vidlinuxglx.c | 451 sprintf(s, "%s/glquake", com_gamedir); in VID_SetPalette() 453 sprintf(s, "%s/glquake/15to8.pal", com_gamedir); in VID_SetPalette() 693 sprintf (gldir, "%s/glquake", com_gamedir); in VID_Init()
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D | gl_vidlinux_svga.c | 309 sprintf(s, "%s/glquake", com_gamedir); in VID_SetPalette() 311 sprintf(s, "%s/glquake/15to8.pal", com_gamedir); in VID_SetPalette() 672 sprintf (gldir, "%s/glquake", com_gamedir); in VID_Init()
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D | cl_parse.c | 368 sprintf (name, "%s/%s", com_gamedir, cls.downloadtempname); in CL_ParseDownload() 418 sprintf (oldn, "%s/%s", com_gamedir, cls.downloadtempname); in CL_ParseDownload() 419 sprintf (newn, "%s/%s", com_gamedir, cls.downloadname); in CL_ParseDownload() 563 sprintf(fn, "%s/%s", com_gamedir, "config.cfg"); in CL_ParseServerData()
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D | gl_vidlinux_x11.c | 503 sprintf(s, "%s/glquake", com_gamedir); in VID_SetPalette() 505 sprintf(s, "%s/glquake/15to8.pal", com_gamedir); in VID_SetPalette() 756 sprintf (gldir, "%s/glquake", com_gamedir); in VID_Init()
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D | common.h | 194 extern char com_gamedir[MAX_OSPATH];
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D | cl_demo.c | 405 sprintf (name, "%s/%s", com_gamedir, Cmd_Argv(1)); in CL_Record_f() 691 sprintf (name, "%s/%s", com_gamedir, Cmd_Argv(1)); in CL_ReRecord_f()
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D | screen.c | 674 sprintf (checkname, "%s/%s", com_gamedir, pcxname); in SCR_ScreenShot_f() 822 sprintf (checkname, "%s/%s", com_gamedir, pcxname); in SCR_RSShot_f()
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D | gl_screen.c | 640 sprintf (checkname, "%s/%s", com_gamedir, pcxname); in SCR_ScreenShot_f() 865 sprintf (checkname, "%s/%s", com_gamedir, pcxname); in SCR_RSShot_f()
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D | cl_main.c | 1009 sprintf (cls.downloadname, "%s/%s", com_gamedir, Cmd_Argv(1)); in CL_Download_f() 1250 f = fopen (va("%s/config.cfg",com_gamedir), "w"); in Host_WriteConfiguration()
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D | console.c | 368 Sys_DebugLog(va("%s/qconsole.log",com_gamedir), "%s", msg); in Con_Printf()
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/external/quake/quake/src/WinQuake/ |
D | console.cpp | 222 if (strlen (com_gamedir) < (MAXGAMEDIRLEN - strlen (t2))) in Con_Init() 224 sprintf (temp, "%s%s", com_gamedir, t2); in Con_Init() 392 Con_DebugLog(va("%s/qconsole.log",com_gamedir), "%s", msg); in Con_Printf()
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D | gl_vidandroid.cpp | 155 sprintf(s, "%s/glquake", com_gamedir); in VID_SetPalette() 157 sprintf(s, "%s/glquake/15to8.pal", com_gamedir); in VID_SetPalette() 331 sprintf (gldir, "%s/glquake", com_gamedir); in VID_Init()
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D | common.h | 173 extern char com_gamedir[MAX_OSPATH];
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D | host_cmd.cpp | 521 sprintf (name, "%s/%s", com_gamedir, Cmd_Argv(1)); in Host_Savegame_f() 592 sprintf (name, "%s/%s", com_gamedir, Cmd_Argv(1)); in Host_Loadgame_f() 725 sprintf (name, "%s/%s.gip", com_gamedir, sv.name); in SaveGamestate() 781 sprintf (name, "%s/%s.gip", com_gamedir, level); in LoadGamestate()
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D | cl_demo.cpp | 233 sprintf (name, "%s/%s", com_gamedir, Cmd_Argv(1)); in CL_Record_f()
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D | common.cpp | 1274 char com_gamedir[MAX_OSPATH]; variable 1319 sprintf (name, "%s/%s", com_gamedir, filename); in COM_WriteFile() 1729 strcpy (com_gamedir, dir); in COM_AddGameDirectory()
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D | gl_mesh.cpp | 339 sprintf (fullpath, "%s/%s", com_gamedir, cache); in GL_MakeAliasModelDisplayLists()
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D | gl_screen.cpp | 607 sprintf (checkname, "%s/%s", com_gamedir, pcxname); in SCR_ScreenShot_f()
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D | screen.cpp | 628 sprintf (checkname, "%s/%s", com_gamedir, pcxname); in SCR_ScreenShot_f()
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D | host.cpp | 254 f = fopen (va("%s/config.cfg",com_gamedir), "w"); in Host_WriteConfiguration()
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/external/quake/quake/src/QW/server/ |
D | sv_ccmds.c | 107 sprintf (name, "%s/qconsole.log", com_gamedir); in SV_Logfile_f() 136 sprintf (name, "%s/frag_%i.log", com_gamedir, i); in SV_Fraglogfile_f() 744 Con_Printf ("Current gamedir: %s\n", com_gamedir); in SV_Gamedir_f()
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