// editor builtin VFS
StringOutputStream editorGamePath( 256 );
- editorGamePath << GlobalRadiant().getAppPath() << DEFAULT_EDITORVFS_DIRNAME;
+ editorGamePath << GlobalRadiant().getDataPath() << DEFAULT_EDITORVFS_DIRNAME;
GlobalFileSystem().initDirectory( editorGamePath.c_str() );
// if we have a mod dir
}
void bsp_init(){
+ // this is expected to not be used since
+ // ".[ExecutableType]" is replaced by "[ExecutableExt]"
+ const char *exe_ext = GDEF_OS_EXE_EXT;
+ build_set_variable( "ExecutableType", exe_ext[0] == '\0' ? exe_ext : exe_ext + 1 );
+
+ build_set_variable( "ExecutableExt", GDEF_OS_EXE_EXT );
build_set_variable( "RadiantPath", AppPath_get() );
- build_set_variable( "ExecutableType", RADIANT_EXECUTABLE );
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" : "" );
+
build_set_variable( "GameName", gamename_get() );
StringBuffer ExtraQ3map2Args;