Refactor: BLI_path_util (part 2)
Use BKE_appdir/tempdir naming prefix for functions extracted from BLI_path_util
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@@ -431,8 +431,8 @@ int main(int argc, char** argv)
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sdlewInit();
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#endif
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BLI_init_program_path(argv[0]);
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BLI_temp_dir_init(NULL);
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BKE_appdir_program_path_init(argv[0]);
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BKE_tempdir_init(NULL);
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// We don't use threads directly in the BGE, but we need to call this so things like
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// freeing up GPU_Textures works correctly.
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@@ -871,7 +871,7 @@ int main(int argc, char** argv)
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}
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}
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else {
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bfd = load_game_data(BLI_program_path(), filename[0]? filename: NULL);
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bfd = load_game_data(BKE_appdir_program_path(), filename[0]? filename: NULL);
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}
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#if defined(DEBUG)
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@@ -1143,7 +1143,7 @@ int main(int argc, char** argv)
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MEM_printmemlist();
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}
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BLI_temp_dir_session_purge();
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BKE_tempdir_session_purge();
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return error ? -1 : 0;
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}
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