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neo_mount_original.h
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neo_mount_original.h
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#ifndef NEO_MOUNT_ORIGINAL_H
#define NEO_MOUNT_ORIGINAL_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1.h"
#include "mathlib/vmatrix.h"
#include "shareddefs.h"
#include "steam/steam_api.h"
#include "filesystem.h"
#ifdef LINUX
// User for renaming folder paths.
#include <cstdio>
#include <errno.h>
// Used to determine whether directories exist.
#include <sys/types.h>
#include <sys/stat.h>
#include <unistd.h>
#endif
// This needs to start with a -
#define NEO_PATH_PARM_CMD "-neopath"
#define NEO_MOUNT_PATHID "GAME"
#ifdef LINUX
typedef struct stat StatStruct;
static inline int Stat(const char* path, StatStruct* buf) { return stat(path, buf); }
static inline bool IsDir(const StatStruct& st) { return S_ISDIR(st.st_mode); }
static inline bool DirExists(const char *path)
{
StatStruct file_stat;
return (Stat(path, &file_stat) == 0 && IsDir(file_stat));
}
#else
// Attempts to build a valid NT game path using the provided Neo path, and Steam info.
// Returns true/false depending on if we successfully found a valid path.
// NOTE: this *will* modify the input path pointer, regardless of success!!
bool IsNeoGameInfoPathOK(char *out_neoPath, const int pathLen)
{
// This only works for Steam users, and should only be called for them.
if (!SteamAPI_IsSteamRunning())
{
Assert(false);
return false;
}
// Get Steam path
V_strncpy(out_neoPath, SteamAPI_GetSteamInstallPath(), pathLen);
V_AppendSlash(out_neoPath, pathLen);
// Try and see if we have NT installed under the base Steam path
V_strcat(out_neoPath, "steamapps\\common\\NEOTOKYO\\NeotokyoSource", pathLen);
if (filesystem->IsDirectory(out_neoPath))
{
// Make sure there's actually a GameInfo.txt in the path, otherwise we will crash on mount.
// We make the assumption that any GameInfo.txt found will be valid format.
char gameInfoPath[MAX_PATH];
V_strcpy_safe(gameInfoPath, out_neoPath);
V_AppendSlash(gameInfoPath, sizeof(gameInfoPath));
V_strcat(gameInfoPath, "GameInfo.txt", sizeof(gameInfoPath));
if (filesystem->FileExists(gameInfoPath))
{
return true;
}
}
// Otherwise, look up additional Steam library folders elsewhere
char libraryFoldersPath[MAX_PATH];
V_strcpy_safe(libraryFoldersPath, SteamAPI_GetSteamInstallPath());
V_AppendSlash(libraryFoldersPath, sizeof(libraryFoldersPath));
V_strcat(libraryFoldersPath, "steamapps\\libraryfolders.vdf", sizeof(libraryFoldersPath));
bool bGameInfoPathIsOK = false;
KeyValues *pKvLibFolders = new KeyValues("LibraryFolders");
if (pKvLibFolders->LoadFromFile(filesystem, libraryFoldersPath))
{
const int maxExtraLibs = 50;
for (int i = 1; i <= maxExtraLibs; i++)
{
char libStr[3];
V_sprintf_safe(libStr, "%d", i);
KeyValues *pKvLib = pKvLibFolders->FindKey(libStr);
if (!pKvLib)
{
break;
}
const char *libPath = pKvLib->GetString();
if (*libPath != NULL && filesystem->IsDirectory(libPath))
{
V_strncpy(out_neoPath, libPath, pathLen);
V_AppendSlash(out_neoPath, pathLen);
V_strcat(out_neoPath, "steamapps\\common\\NEOTOKYO\\NeotokyoSource", pathLen);
if (filesystem->IsDirectory(out_neoPath))
{
// Make sure there's actually a GameInfo.txt in the path, otherwise we will crash on mount.
// We make the assumption that any GameInfo.txt found will be valid format.
char gameInfoPath[MAX_PATH];
V_strcpy_safe(gameInfoPath, out_neoPath);
V_AppendSlash(gameInfoPath, sizeof(gameInfoPath));
V_strcat(gameInfoPath, "GameInfo.txt", sizeof(gameInfoPath));
if (filesystem->FileExists(gameInfoPath))
{
bGameInfoPathIsOK = true;
break;
}
}
}
}
}
pKvLibFolders->deleteThis();
return bGameInfoPathIsOK;
}
#endif
#ifdef LINUX
// Purpose: Rename specific problematic NT paths to lowercase where their
// inconsistent capitalization causes issues for Linux filesystems (EXT etc).
//
// This is kind of kludgy, but it's the most straightforward way of handling this
// for soundscripts due to how they are read from the original files. It's also
// Windows (NTFS) compatible, since Windows is case insensitive unlike most Linux FS's.
//
// NEO TODO (Rain): We should probably use a pop up dialog to confirm with the user,
// but leaving it out for now since this rename has practically no side effect.
static inline void FixCaseSensitivePathsForLinux(const char *neoPath)
{
const char *szThisCaller = "FixCaseSensitivePathsForLinux";
Msg("%s: Checking for Neotokyo path case sensitivity issues...\n", szThisCaller);
const char *szPathsToFix[] = {
"sound/weapons/Jitte/",
};
int numSuccesses = 0;
for (int i = 0; i < ARRAYSIZE(szPathsToFix); i++)
{
char szLowerCaseTarget[MAX_PATH] { 0 };
char szOriginalCaseBuffer[MAX_PATH] { 0 };
char szResultBuffer[MAX_PATH] { 0 };
V_strcpy_safe(szLowerCaseTarget, szPathsToFix[i]);
V_strlower(szLowerCaseTarget);
V_sprintf_safe(szOriginalCaseBuffer, "%s%s", neoPath, szPathsToFix[i]);
V_sprintf_safe(szResultBuffer, "%s%s", neoPath, szLowerCaseTarget);
if (DirExists(szOriginalCaseBuffer))
{
if (DirExists(szResultBuffer))
{
Warning("%s: Both lower and upper case versions of this path exist at once: %s\n",
szThisCaller, szOriginalCaseBuffer);
continue;
}
}
else
{
if (DirExists(szResultBuffer))
{
++numSuccesses;
}
else
{
Warning("%s: Could not find path: %s\n", szThisCaller, szResultBuffer);
}
continue;
}
Msg("%s: For Linux mixed case filesystem compatibility, now attempting to rename this folder path \
to partially lowercase:\n\"%s\" --> \"%s\"\n",
szThisCaller, szOriginalCaseBuffer, szResultBuffer);
if (rename(szOriginalCaseBuffer, szResultBuffer) == 0)
{
Msg("%s: Path renaming was successful; result: \"%s\"\n", szThisCaller, szResultBuffer);
++numSuccesses;
}
else
{
Warning("%s: Path renaming failed for: %s\n", szThisCaller, strerror(errno));
}
}
const bool allPathsOk = (numSuccesses == ARRAYSIZE(szPathsToFix));
if (allPathsOk)
{
Msg("%s: All OK; scanned Neotokyo folder path cases are Linux compatible.\n", szThisCaller);
}
else
{
Warning("%s: Some folder path cases are not Linux compatible, this may cause errors! \
See the error lines above for more info.\n", szThisCaller);
}
}
#endif
// Either modify Neotokyo assets upon mount to fix incompatibilities,
// or restore those modifications by setting the restoreInstead boolean.
// Will warn on failed initial modification, and error out if the restoration
// of assets failed for whatever reason.
void FixIncompatibleNeoAssets(IFileSystem* filesystem, const char* neoPath, bool restoreInstead)
{
const char* szThisCaller = "FixIncompatibleNeoAssets";
Assert(neoPath != NULL && strlen(neoPath) > 0);
if (!filesystem)
{
Assert(false);
Error("%s: filesystem was NULL\n", szThisCaller);
}
if (restoreInstead)
{
Msg("%s: Restoring modified Neotokyo assets...\n", szThisCaller);
}
else
{
Msg("%s: Checking for Neotokyo assets compatibility...\n", szThisCaller);
}
const char* filesToFix[] = {
"materials/models/props_vehicles/rabbitfrog_engine_anim.vmt",
"materials/models/props_vehicles/rabbitfrog_engine_anim2.vmt",
"materials/models/props_vehicles/rabbitfrog_engine_anim3.vmt",
};
const char* disabledSuffix = ".DISABLED";
CUtlString fixFrom, fixTo;
int numSuccesses = 0;
for (int i = 0; i < ARRAYSIZE(filesToFix); ++i)
{
if (!restoreInstead)
{
fixFrom = neoPath;
#ifdef _WIN32
fixFrom.FixSlashes();
fixFrom = fixFrom.Replace(":\\\\", ":\\");
#endif
fixFrom.StripTrailingSlash();
fixFrom.Append("/");
fixFrom.Append(filesToFix[i]);
fixFrom.FixSlashes();
fixTo.Set(fixFrom);
fixTo.Append(disabledSuffix);
}
else
{
fixTo = neoPath;
#ifdef _WIN32
fixTo.FixSlashes();
fixTo = fixTo.Replace(":\\\\", ":\\");
#endif
fixTo.StripTrailingSlash();
fixTo.Append("/");
fixTo.Append(filesToFix[i]);
fixTo.FixSlashes();
fixFrom.Set(fixTo);
fixFrom.Append(disabledSuffix);
}
if (filesystem->FileExists(fixFrom))
{
#ifdef LINUX
if (rename(fixFrom, fixTo) == 0)
#else
if (filesystem->RenameFile(fixFrom, fixTo))
#endif
{
Assert(!filesystem->FileExists(fixFrom));
Assert(filesystem->FileExists(fixTo));
++numSuccesses;
}
else
{
Warning("%s: Rename failed: \"%s\" -> \"%s\"\n", szThisCaller, fixFrom.String(), fixTo.String());
}
}
else
{
if (filesystem->FileExists(fixTo))
{
// Already handled.
++numSuccesses;
}
else
{
Warning("%s: File doesn't exist: %s\n", szThisCaller, fixTo.String());
}
}
fixFrom.Clear();
fixTo.Clear();
}
const bool allFilesOk = (numSuccesses == ARRAYSIZE(filesToFix));
if (restoreInstead)
{
if (allFilesOk)
{
Msg("%s: All Neotokyo assets restore OK.\n", szThisCaller);
}
else
{
// Something went wrong with files restore on game shutdown.
// Error out to make sure that user sees this message.
Error("%s: Failed to restore some temporarily modified Neotokyo assets!\n\n\
Please go to original Neotokyo game properties on Steam Library, and verify files integrity \
to ensure there aren't any corrupt files.\n\nIf you don't know why this error occurred, \
and/or think it's a bug, please report it.\n", szThisCaller);
}
}
else
{
if (allFilesOk)
{
Msg("%s: All OK; scanned Neotokyo assets are compatible.\n", szThisCaller);
}
else
{
Warning("%s WARNING: Failed to temporarily rename some incompatible NT assets (is NeotokyoSource/materials write protected?);\n\
some Neotokyo assets may not load correctly!\n", szThisCaller);
}
}
}
// Helper override when you don't have a constructed neoPath at hand.
void FixIncompatibleNeoAssets(IFileSystem* filesystem, bool restoreInstead)
{
char neoPath[MAX_PATH];
bool originalNtPathOk = false;
#ifdef LINUX
const char* szThisCaller = "FixIncompatibleNeoAssets";
const bool callerIsClientDll = false; // always server here. should refactor this stuff later.
// The NeotokyoSource root asset folder should exist (or be symlinked) to one of these paths,
// or be specified with the NEO_PATH_PARM_CMD parm (which is currently broken on Linux, see below).
// We look in the order described below, and stop looking at the first matching path.
char neoLinuxPath_LocalSteam[MAX_PATH]{ 0 };
char neoLinuxPath_LocalShare[MAX_PATH]{ 0 };
const char* homePath = getenv("HOME");
// First lookup path: user's Steam home directory. This is where Steam and SteamCMD will install by default.
V_strcpy_safe(neoLinuxPath_LocalSteam, homePath);
V_AppendSlash(neoLinuxPath_LocalSteam, sizeof(neoLinuxPath_LocalSteam));
V_strcat(neoLinuxPath_LocalSteam, ".steam/steam/steamapps/common/NEOTOKYO/NeotokyoSource/", sizeof(neoLinuxPath_LocalSteam));
// Second lookup path: user's own share directory.
V_strcpy_safe(neoLinuxPath_LocalShare, homePath);
V_AppendSlash(neoLinuxPath_LocalShare, sizeof(neoLinuxPath_LocalShare));
V_strcat(neoLinuxPath_LocalShare, ".local/share/neotokyo/NeotokyoSource/", sizeof(neoLinuxPath_LocalShare));
// Third lookup path: machine's share directory.
const char* neoLinuxPath_UsrShare = "/usr/share/neotokyo/NeotokyoSource/";
// NEO FIXME (Rain): getting this ParmValue from Steam Linux client seems to be broken(?),
// we always fall back to hardcoded pDefaultVal.
V_strcpy_safe(neoPath,
CommandLine()->ParmValue(NEO_PATH_PARM_CMD, neoLinuxPath_LocalSteam));
const bool isUsingCustomParm = (Q_stricmp(neoPath, neoLinuxPath_LocalSteam) != 0);
if (isUsingCustomParm)
{
if (!*neoPath)
{
// We will crash with a more generic error later if Neo mount failed,
// so this is our only chance to throw this more specific error message.
Error("%s: Failed to read custom %s: '%s'\n", szThisCaller, NEO_PATH_PARM_CMD, neoPath);
}
if (callerIsClientDll)
{
DevMsg("Client using custom %s: %s\n", NEO_PATH_PARM_CMD, neoPath);
}
else
{
DevMsg("Server using custom %s: %s\n", NEO_PATH_PARM_CMD, neoPath);
}
originalNtPathOk = DirExists(neoPath);
if (!originalNtPathOk)
{
Error("%s: Failed to access custom %s: '%s'\n", szThisCaller, NEO_PATH_PARM_CMD, neoPath);
}
}
else
{
// Try first (default path)
if (DirExists(neoPath))
{
// Do nothing; path is already set
}
// Try the second path
else if (DirExists(neoLinuxPath_LocalShare))
{
V_strcpy_safe(neoPath, neoLinuxPath_LocalShare);
}
// Try the third path
else if (DirExists(neoLinuxPath_UsrShare))
{
V_strcpy_safe(neoPath, neoLinuxPath_UsrShare);
}
// None of the paths existed
else
{
Warning("%s: Could not locate original Neotokyo install!\n", szThisCaller);
}
if (!DirExists(neoPath))
{
Error("%s: Failed to get Neo path\n", szThisCaller);
}
else
{
originalNtPathOk = true;
}
}
#else
originalNtPathOk = IsNeoGameInfoPathOK(neoPath, sizeof(neoPath));
#endif
if (!originalNtPathOk)
{
// Error("%s: Failed to retrieve Neo path\n", szThisCaller);
}
else
{
FixIncompatibleNeoAssets(filesystem, neoPath, restoreInstead);
}
}
// Purpose: Find and mount files for the original Steam release of Neotokyo.
//
// On Windows, we assume to find the root "NeotokyoSource" at Steam install dir path.
// This can be overridden with NEO_PATH_PARM_CMD for supporting multiple Steam library locations.
//
// On Linux, we assume to find the root "NeotokyoSource" at hardcoded path.
// These can be installed with SteamCMD, or copied over from a Windows install.
inline bool FindOriginalNeotokyoAssets(IFileSystem *filesystem, const bool callerIsClientDll)
{
// Server can manage without Steam, but the clients need it.
if (callerIsClientDll && !SteamAPI_IsSteamRunning())
{
Error("Failed to call Steam API. This game needs to be launched through Steam.");
return false;
}
if (!filesystem)
{
Error("Engine filesystem was not initialized properly.");
return false;
}
const char *thisCaller = "FindOriginalNeotokyoAssets";
char neoPath[MAX_PATH];
const AppId_t neoAppId = 244630;
const SearchPathAdd_t addType = PATH_ADD_TO_HEAD;
bool originalNtPathOk = false;
#ifdef LINUX
// NEO TODO (Rain): this linux path get code is repeated; should turn into a function for brevity.
// The NeotokyoSource root asset folder should exist (or be symlinked) to one of these paths,
// or be specified with the NEO_PATH_PARM_CMD parm (which is currently broken on Linux, see below).
// We look in the order described below, and stop looking at the first matching path.
char neoLinuxPath_LocalSteam[MAX_PATH] { 0 };
char neoLinuxPath_LocalShare[MAX_PATH] { 0 };
const char *homePath = getenv("HOME");
// First lookup path: user's Steam home directory. This is where Steam and SteamCMD will install by default.
V_strcpy_safe(neoLinuxPath_LocalSteam, homePath);
V_AppendSlash(neoLinuxPath_LocalSteam, sizeof(neoLinuxPath_LocalSteam));
V_strcat(neoLinuxPath_LocalSteam, ".steam/steam/steamapps/common/NEOTOKYO/NeotokyoSource/", sizeof(neoLinuxPath_LocalSteam));
// Second lookup path: user's own share directory.
V_strcpy_safe(neoLinuxPath_LocalShare, homePath);
V_AppendSlash(neoLinuxPath_LocalShare, sizeof(neoLinuxPath_LocalShare));
V_strcat(neoLinuxPath_LocalShare, ".local/share/neotokyo/NeotokyoSource/", sizeof(neoLinuxPath_LocalShare));
// Third lookup path: machine's share directory.
const char *neoLinuxPath_UsrShare = "/usr/share/neotokyo/NeotokyoSource/";
// NEO FIXME (Rain): getting this ParmValue from Steam Linux client seems to be broken(?),
// we always fall back to hardcoded pDefaultVal.
V_strcpy_safe(neoPath,
CommandLine()->ParmValue(NEO_PATH_PARM_CMD, neoLinuxPath_LocalSteam));
const bool isUsingCustomParm = (Q_stricmp(neoPath, neoLinuxPath_LocalSteam) != 0);
if (isUsingCustomParm)
{
if (!*neoPath)
{
// We will crash with a more generic error later if Neo mount failed,
// so this is our only chance to throw this more specific error message.
Error("%s: Failed to read custom %s: '%s'\n", thisCaller, NEO_PATH_PARM_CMD, neoPath);
}
if (callerIsClientDll)
{
DevMsg("Client using custom %s: %s\n", NEO_PATH_PARM_CMD, neoPath);
}
else
{
DevMsg("Server using custom %s: %s\n", NEO_PATH_PARM_CMD, neoPath);
}
originalNtPathOk = DirExists(neoPath);
if (!originalNtPathOk)
{
Error("%s: Failed to access custom %s: '%s'\n", thisCaller, NEO_PATH_PARM_CMD, neoPath);
}
}
else
{
// Try first (default path)
if (DirExists(neoPath))
{
// Do nothing; path is already set
}
// Try the second path
else if (DirExists(neoLinuxPath_LocalShare))
{
V_strcpy_safe(neoPath, neoLinuxPath_LocalShare);
}
// Try the third path
else if (DirExists(neoLinuxPath_UsrShare))
{
V_strcpy_safe(neoPath, neoLinuxPath_UsrShare);
}
// None of the paths existed
else
{
Warning("%s: Could not locate original Neotokyo install!\n", thisCaller);
}
originalNtPathOk = DirExists(neoPath);
}
// Both client & server call this function; only print the informational stuff once.
if (callerIsClientDll)
{
DevMsg("%s: Linux build; searching for Neo mount from path: '%s'\n", thisCaller, neoPath);
}
#else // If Windows
const char *noNeoPathId = "0";
Q_strncpy(neoPath, CommandLine()->ParmValue(NEO_PATH_PARM_CMD, noNeoPathId), sizeof(neoPath));
// There was no NEO_PATH_PARM_CMD provided
if (!*neoPath || FStrEq(neoPath, noNeoPathId))
{
// User has Steam running, use it to deduce the NT path.
if (SteamAPI_IsSteamRunning())
{
originalNtPathOk = IsNeoGameInfoPathOK(neoPath, sizeof(neoPath));
}
else
{
// We don't have Steam running, and there is no NEO_PATH_PARM_CMD specified.
// This is a failure state on Windows.
originalNtPathOk = false;
}
}
/// There is a NEO_PATH_PARM_CMD
else
{
// Make sure the path is valid
if (filesystem->IsDirectory(neoPath))
{
// Make sure there's actually a GameInfo.txt in the path, otherwise we will crash on mount.
// We make the assumption that any GameInfo.txt found will be valid format.
char gameInfoPath[MAX_PATH];
V_strcpy_safe(gameInfoPath, neoPath);
V_AppendSlash(gameInfoPath, sizeof(gameInfoPath));
V_strcat(gameInfoPath, "GameInfo.txt", sizeof(gameInfoPath));
originalNtPathOk = filesystem->FileExists(gameInfoPath);
}
// NEO TODO (Rain): check reg entries:
// HKEY_LOCAL_MACHINE\SOFTWARE\Valve\Steam (32bit) and HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Valve\Steam (64bit)
// for a Steam installation as fallback on client systems.
}
#endif
if (originalNtPathOk)
{
#ifdef LINUX
if (strlen(neoPath) > 0)
{
V_AppendSlash(neoPath, sizeof(neoPath));
filesystem->AddSearchPath(neoPath, NEO_MOUNT_PATHID, addType);
char modPath[MAX_PATH];
filesystem->GetSearchPath("mod", false, modPath, sizeof(modPath));
// Find path delimiter
char* delim = V_stristr(modPath, ";");
if (delim != nullptr) {
modPath[(int)(delim - modPath)] = '\0';
}
filesystem->AddSearchPath(modPath, NEO_MOUNT_PATHID, addType);
if (callerIsClientDll)
{
DevMsg("%s: Added '%s' to path.\n", thisCaller, neoPath);
}
FilesystemMountRetval_t mountStatus =
filesystem->MountSteamContent(-neoAppId);
if (mountStatus == FILESYSTEM_MOUNT_OK)
{
if (callerIsClientDll)
{
DevMsg("Neotokyo AppID (%i) mount OK.\n", neoAppId);
}
}
else
{
Warning("%s: Failed to mount Neotokyo AppID (%i)\n", thisCaller, neoAppId);
return false;
}
}
else
{
Warning("%s: Failed to parse original Neotokyo files location\n", thisCaller);
return false;
}
#else // If Windows
filesystem->AddSearchPath(neoPath, NEO_MOUNT_PATHID, addType);
char modPath[MAX_PATH];
filesystem->GetSearchPath("mod", false, modPath, sizeof(modPath));
// Find path delimiter
char *delim = V_stristr(modPath, ";");
if (delim != nullptr) {
modPath[(int)(delim - modPath)] = '\0';
}
filesystem->AddSearchPath(modPath, NEO_MOUNT_PATHID, addType);
if (callerIsClientDll)
{
DevMsg("%s: Added '%s' to path.\n", thisCaller, neoPath);
}
FilesystemMountRetval_t mountStatus =
filesystem->MountSteamContent(-(int)neoAppId);
if (mountStatus == FILESYSTEM_MOUNT_OK)
{
if (callerIsClientDll)
{
DevMsg("Neotokyo AppID (%i) mount OK.\n", neoAppId);
}
}
else
{
Warning("%s: Failed to mount Neotokyo AppID (%i)\n", thisCaller, neoAppId);
return false;
}
#endif
// Called by both client and server, but we only need to fix these once.
// Call serverside so dedicated servers get these, too.
if (!callerIsClientDll)
{
#ifdef LINUX
FixCaseSensitivePathsForLinux(neoPath);
#endif
FixIncompatibleNeoAssets(filesystem, neoPath, false);
}
}
else // originalNtPathOk
{
#ifdef LINUX
const char *steamcmdWinDlOption = "./steamcmd.sh +@sSteamCmdForcePlatformType windows";
Error("%s: Original Neotokyo installation was not found. \
Please use SteamCMD to download the Neotokyo (Windows) contents to one of these paths:\
\n\n 1. '%s', or\n 2. '%s', or\n 3. '%s'\n\nThe paths are checked in this listed \
order, using the first match.\n\nTip: To enable Windows file downloads on Linux SteamCMD, \
you may invoke it as: \"%s\"\n\nExample SteamCMD input:\n\n // Your Steam log in name \
(log in to Steam client beforehand to prepare a login cookie and avoid authentication)\n\
login your-username\n // Install NT client using its AppID\n app_update %d \
validate\n quit\n",
thisCaller, neoLinuxPath_LocalSteam, neoLinuxPath_LocalShare,
neoLinuxPath_UsrShare, steamcmdWinDlOption, neoAppId);
#else
Error("%s: Original Neotokyo installation was not found (looked at path: '%s'). \
Please install Neotokyo on Steam for this mod to work.\n\n\
A) If you are launching Neotokyo as a game, make sure you are running Steam while launching.\n\
If you are seeing this error while Steam is running, this is probably a bug. You may try the \
SRCDS fix described below, but please report the issue.\n\n\
B) If you are running a Steamless SRCDS server instance, use the \"%s\" launch argument \
to specify your NeotokyoSource root folder install location.\n\
Example: %s \"C:\\\\srcds\\NEOTOKYO\\NeotokyoSource\"",
thisCaller,
(FStrEq(neoPath, noNeoPathId) ? "(no path)" : neoPath),
NEO_PATH_PARM_CMD,
NEO_PATH_PARM_CMD);
#endif
return false;
}
return true;
}
#endif // NEO_MOUNT_ORIGINAL_H