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Searched refs:com_gamedir (Results 1 – 25 of 33) sorted by relevance

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/external/quake/quake/src/QW/client/
Dgl_vidandroid.c127 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()
Dcommon.c1314 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()
Dgl_mesh.c324 sprintf (fullpath, "%s/%s", com_gamedir, cache); in GL_MakeAliasModelDisplayLists()
329 sprintf (gldir, "%s/glquake", com_gamedir); in GL_MakeAliasModelDisplayLists()
Dgl_vidlinux.c279 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()
Dgl_vidlinuxglx.c451 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()
Dgl_vidlinux_svga.c309 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()
Dcl_parse.c368 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()
Dgl_vidlinux_x11.c503 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()
Dcommon.h194 extern char com_gamedir[MAX_OSPATH];
Dcl_demo.c405 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()
Dscreen.c674 sprintf (checkname, "%s/%s", com_gamedir, pcxname); in SCR_ScreenShot_f()
822 sprintf (checkname, "%s/%s", com_gamedir, pcxname); in SCR_RSShot_f()
Dgl_screen.c640 sprintf (checkname, "%s/%s", com_gamedir, pcxname); in SCR_ScreenShot_f()
865 sprintf (checkname, "%s/%s", com_gamedir, pcxname); in SCR_RSShot_f()
Dcl_main.c1009 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()
Dconsole.c368 Sys_DebugLog(va("%s/qconsole.log",com_gamedir), "%s", msg); in Con_Printf()
/external/quake/quake/src/WinQuake/
Dconsole.cpp222 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()
Dgl_vidandroid.cpp155 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()
Dcommon.h173 extern char com_gamedir[MAX_OSPATH];
Dhost_cmd.cpp521 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()
Dcl_demo.cpp233 sprintf (name, "%s/%s", com_gamedir, Cmd_Argv(1)); in CL_Record_f()
Dcommon.cpp1274 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()
Dgl_mesh.cpp339 sprintf (fullpath, "%s/%s", com_gamedir, cache); in GL_MakeAliasModelDisplayLists()
Dgl_screen.cpp607 sprintf (checkname, "%s/%s", com_gamedir, pcxname); in SCR_ScreenShot_f()
Dscreen.cpp628 sprintf (checkname, "%s/%s", com_gamedir, pcxname); in SCR_ScreenShot_f()
Dhost.cpp254 f = fopen (va("%s/config.cfg",com_gamedir), "w"); in Host_WriteConfiguration()
/external/quake/quake/src/QW/server/
Dsv_ccmds.c107 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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