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Loose files should have priority over BSA resources. This makes texture replacers work.
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parent
ffb133c862
commit
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@ -153,20 +153,6 @@ OMW::Engine::~Engine()
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void OMW::Engine::loadBSA()
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{
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for (std::vector<std::string>::const_iterator archive = mArchives.begin(); archive != mArchives.end(); ++archive)
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{
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if (mFileCollections.doesExist(*archive))
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{
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const std::string archivePath = mFileCollections.getPath(*archive).string();
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std::cout << "Adding BSA archive " << archivePath << std::endl;
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Bsa::addBSA(archivePath);
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}
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else
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{
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std::cout << "Archive " << *archive << " not found" << std::endl;
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}
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}
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const Files::PathContainer& dataDirs = mFileCollections.getPaths();
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std::string dataDirectory;
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for (Files::PathContainer::const_iterator iter = dataDirs.begin(); iter != dataDirs.end(); ++iter)
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@ -175,6 +161,24 @@ void OMW::Engine::loadBSA()
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std::cout << "Data dir " << dataDirectory << std::endl;
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Bsa::addDir(dataDirectory, mFSStrict);
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}
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// BSA resources are put into a separate group. We want loose files to have priority over BSA resources, and this seems
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// to be the only way to get Ogre to do just that.
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Ogre::ResourceGroupManager::getSingleton ().createResourceGroup ("GroupBSA");
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for (std::vector<std::string>::const_iterator archive = mArchives.begin(); archive != mArchives.end(); ++archive)
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{
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if (mFileCollections.doesExist(*archive))
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{
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const std::string archivePath = mFileCollections.getPath(*archive).string();
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std::cout << "Adding BSA archive " << archivePath << std::endl;
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Bsa::addBSA(archivePath, "GroupBSA");
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}
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else
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{
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std::cout << "Archive " << *archive << " not found" << std::endl;
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}
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}
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}
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// add resources directory
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