text: /*
  ===========================================================================
  Copyright (C) 1999-2005 Id Software, Inc., 2016-2017 Google Inc.
  
  This file is part of Quake III Arena source code.
  
  Quake III Arena source code is free software; you can redistribute it
  and/or modify it under the terms of the GNU General Public License as
  published by the Free Software Foundation; either version 2 of the License,
  or (at your option) any later version.
  
  Quake III Arena source code is distributed in the hope that it will be
  useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  GNU General Public License for more details.
  
  You should have received a copy of the GNU General Public License
  along with Quake III Arena source code; if not, write to the Free Software
  Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
  ===========================================================================
  */
  /*****************************************************************************
   * name:		files.c
   *
   * desc:		handle based filesystem for Quake III Arena 
   *
   * $Archive: /MissionPack/code/qcommon/files.c $
   *
   *****************************************************************************/
  
  
  #include "q_shared.h"
  #include "qcommon.h"
  #include "unzip.h"
  
  /*
  =============================================================================
  
  QUAKE3 FILESYSTEM
  
  All of Quake's data access is through a hierarchical file system, but the contents of 
  the file system can be transparently merged from several sources.
  
  A "qpath" is a reference to game file data.  MAX_ZPATH is 256 characters, which must include
  a terminating zero. "..", "\\", and ":" are explicitly illegal in qpaths to prevent any
  references outside the quake directory system.
  
  The "base path" is the path to the directory holding all the game directories and usually
  the executable.  It defaults to ".", but can be overridden with a "+set fs_basepath c:\quake3"
  command line to allow code debugging in a different directory.  Basepath cannot
  be modified at all after startup.  Any files that are created (demos, screenshots,
  etc) will be created relative to the base path, so base path should usually be writable.
  
  The "home path" is the path used for all write access. On win32 systems we have "base path"
  == "home path", but on *nix systems the base installation is usually readonly, and
  "home path" points to ~/.q3a or similar
  
  The user can also install custom mods and content in "home path", so it should be searched
  along with "home path" and "cd path" for game content.
  
  
  The "base game" is the directory under the paths where data comes from by default, and
  can be either "baseq3" or "demoq3".
  
  The "current game" may be the same as the base game, or it may be the name of another
  directory under the paths that should be searched for files before looking in the base game.
  This is the basis for addons.
  
  Clients automatically set the game directory after receiving a gamestate from a server,
  so only servers need to worry about +set fs_game.
  
  No other directories outside of the base game and current game will ever be referenced by
  filesystem functions.
  
  To save disk space and speed loading, directory trees can be collapsed into zip files.
  The files use a ".pk3" extension to prevent users from unzipping them accidentally, but
  otherwise the are simply normal uncompressed zip files.  A game directory can have multiple
  zip files of the form "pak0.pk3", "pak1.pk3", etc.  Zip files are searched in decending order
  from the highest number to the lowest, and will always take precedence over the filesystem.
  This allows a pk3 distributed as a patch to override all existing data.
  
  Because we will have updated executables freely available online, there is no point to
  trying to restrict demo / oem versions of the game with code changes.  Demo / oem versions
  should be exactly the same executables as release versions, but with different data that
  automatically restricts where game media can come from to prevent add-ons from working.
  
  File search order: when FS_FOpenFileRead gets called it will go through the fs_searchpaths
  structure and stop on the first successful hit. fs_searchpaths is built with successive
  calls to FS_AddGameDirectory
  
  Additionaly, we search in several subdirectories:
  current game is the current mode
  base game is a variable to allow mods based on other mods
  (such as baseq3 + missionpack content combination in a mod for instance)
  BASEGAME is the hardcoded base game ("baseq3")
  
  e.g. the qpath "sound/newstuff/test.wav" would be searched for in the following places:
  
  home path + current game's zip files
  home path + current game's directory
  base path + current game's zip files
  base path + current game's directory
  cd path + current game's zip files
  cd path + current game's directory
  
  home path + base game's zip file
  home path + base game's directory
  base path + base game's zip file
  base path + base game's directory
  cd path + base game's zip file
  cd path + base game's directory
  
  home path + BASEGAME's zip file
  home path + BASEGAME's directory
  base path + BASEGAME's zip file
  base path + BASEGAME's directory
  cd path + BASEGAME's zip file
  cd path + BASEGAME's directory
  
  server download, to be written to home path + current game's directory
  
  
  The filesystem can be safely shutdown and reinitialized with different
  basedir / cddir / game combinations, but all other subsystems that rely on it
  (sound, video) must also be forced to restart.
  
  Because the same files are loaded by both the clip model (CM_) and renderer (TR_)
  subsystems, a simple single-file caching scheme is used.  The CM_ subsystems will
  load the file with a request to cache.  Only one file will be kept cached at a time,
  so any models that are going to be referenced by both subsystems should alternate
  between the CM_ load function and the ref load function.
  
  TODO: A qpath that starts with a leading slash will always refer to the base game, even if another
  game is currently active.  This allows character models, skins, and sounds to be downloaded
  to a common directory no matter which game is active.
  
  How to prevent downloading zip files?
  Pass pk3 file names in systeminfo, and download before FS_Restart()?
  
  Aborting a download disconnects the client from the server.
  
  How to mark files as downloadable?  Commercial add-ons won't be downloadable.
  
  Non-commercial downloads will want to download the entire zip file.
  the game would have to be reset to actually read the zip in
  
  Auto-update information
  
  Path separators
  
  Casing
  
    separate server gamedir and client gamedir, so if the user starts
    a local game after having connected to a network game, it won't stick
    with the network game.
  
    allow menu options for game selection?
  
  Read / write config to floppy option.
  
  Different version coexistance?
  
  When building a pak file, make sure a q3config.cfg isn't present in it,
  or configs will never get loaded from disk!
  
    todo:
  
    downloading (outside fs?)
    game directory passing and restarting
  
  =============================================================================
  
  */
  
  // every time a new demo pk3 file is built, this checksum must be updated.
  // the easiest way to get it is to just run the game and see what it spits out
  #ifndef STANDALONE
  #define	DEMO_PAK0_CHECKSUM	2985612116u
  static const unsigned int pak_checksums[] = {
  	1566731103u,
  	298122907u,
  	412165236u,
  	2991495316u,
  	1197932710u,
  	4087071573u,
  	3709064859u,
  	908855077u,
  	977125798u
  };
  
  static const unsigned int missionpak_checksums[] =
  {
  	2430342401u,
  	511014160u,
  	2662638993u,
  	1438664554u
  };
  #endif
  
  // if this is defined, the executable positively won't work with any paks other
  // than the demo pak, even if productid is present.  This is only used for our
  // last demo release to prevent the mac and linux users from using the demo
  // executable with the production windows pak before the mac/linux products
  // hit the shelves a little later
  // NOW defined in build files
  //#define PRE_RELEASE_TADEMO
  
  #define MAX_ZPATH			256
  #define	MAX_SEARCH_PATHS	4096
  #define MAX_FILEHASH_SIZE	1024
  
  typedef struct fileInPack_s {
  	char					*name;		// name of the file
  	unsigned long			pos;		// file info position in zip
  	unsigned long			len;		// uncompress file size
  	struct	fileInPack_s*	next;		// next file in the hash
  } fileInPack_t;
  
  typedef struct {
  	char			pakPathname[MAX_INSTALL_PATH];	// c:\quake3\baseq3
  	char			pakFilename[MAX_INSTALL_PATH];	// c:\quake3\baseq3\pak0.pk3
  	char			pakBasename[MAX_INSTALL_PATH];	// pak0
  	char			pakGamename[MAX_INSTALL_PATH];	// baseq3
  	unzFile			handle;						// handle to zip file
  	int				checksum;					// regular checksum
  	int				pure_checksum;				// checksum for pure
  	int				numfiles;					// number of files in pk3
  	int				referenced;					// referenced file flags
  	int				hashSize;					// hash table size (power of 2)
  	fileInPack_t*	*hashTable;					// hash table
  	fileInPack_t*	buildBuffer;				// buffer with the filenames etc.
  } pack_t;
  
  typedef struct {
  	char		path[MAX_INSTALL_PATH];		// c:\quake3
  	char		fullpath[MAX_INSTALL_PATH];		// c:\quake3\baseq3
  	char		gamedir[MAX_INSTALL_PATH];	// baseq3
  } directory_t;
  
  typedef struct searchpath_s {
  	struct searchpath_s *next;
  
  	pack_t		*pack;		// only one of pack / dir will be non NULL
  	directory_t	*dir;
  } searchpath_t;
  
  static	char		fs_gamedir[MAX_INSTALL_PATH];	// this will be a single file name with no separators
  static	cvar_t		*fs_debug;
  static	cvar_t		*fs_homepath;
  
  #ifdef __APPLE__
  // Also search the .app bundle for .pk3 files
  static  cvar_t          *fs_apppath;
  #endif
  static	cvar_t		*fs_steampath;
  static	cvar_t		*fs_gogpath;
  static	cvar_t		*fs_temporarypath;
  
  static	cvar_t		*fs_basepath;
  static	cvar_t		*fs_basegame;
  static	cvar_t		*fs_gamedirvar;
  static	searchpath_t	*fs_searchpaths;
  static	int			fs_readCount;			// total bytes read
  static	int			fs_loadCount;			// total files read
  static	int			fs_loadStack;			// total files in memory
  static	int			fs_packFiles = 0;		// total number of files in packs
  
  static int fs_checksumFeed;
  
  typedef union qfile_gus {
  	FILE*		o;
  	unzFile		z;
  } qfile_gut;
  
  typedef struct qfile_us {
  	qfile_gut	file;
  	qboolean	unique;
  } qfile_ut;
  
  typedef struct {
  	qfile_ut	handleFiles;
  	qboolean	handleSync;
  	int			fileSize;
  	int			zipFilePos;
  	int			zipFileLen;
  	qboolean	zipFile;
  	char		name[MAX_ZPATH];
  } fileHandleData_t;
  
  static fileHandleData_t	fsh[MAX_FILE_HANDLES];
  
  // TTimo - https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540
  // wether we did a reorder on the current search path when joining the server
  static qboolean fs_reordered;
  
  // never load anything from pk3 files that are not present at the server when pure
  static int		fs_numServerPaks = 0;
  static int		fs_serverPaks[MAX_SEARCH_PATHS];				// checksums
  static char		*fs_serverPakNames[MAX_SEARCH_PATHS];			// pk3 names
  
  // only used for autodownload, to make sure the client has at least
  // all the pk3 files that are referenced at the server side
  static int		fs_numServerReferencedPaks;
  static int		fs_serverReferencedPaks[MAX_SEARCH_PATHS];			// checksums
  static char		*fs_serverReferencedPakNames[MAX_SEARCH_PATHS];		// pk3 names
  
  // last valid game folder used
  char lastValidBase[MAX_INSTALL_PATH];
  char lastValidComBaseGame[MAX_INSTALL_PATH];
  char lastValidFsBaseGame[MAX_INSTALL_PATH];
  char lastValidGame[MAX_INSTALL_PATH];
  
  #ifdef FS_MISSING
  FILE*		missingFiles = NULL;
  #endif
  
  /* C99 defines __func__ */
  #if __STDC_VERSION__ < 199901L
  #  if __GNUC__ >= 2 || _MSC_VER >= 1300
  #    define __func__ __FUNCTION__
  #  else
  #    define __func__ "(unknown)"
  #  endif
  #endif
  
  /*
  ==============
  FS_Initialized
  ==============
  */
  
  qboolean FS_Initialized( void ) {
  	return (fs_searchpaths != NULL);
  }
  
  /*
  =================
  FS_PakIsPure
  =================
  */
  qboolean FS_PakIsPure( pack_t *pack ) {
  	int i;
  
  	if ( fs_numServerPaks ) {
  		for ( i = 0 ; i < fs_numServerPaks ; i++ ) {
  			// FIXME: also use hashed file names
  			// NOTE TTimo: a pk3 with same checksum but different name would be validated too
  			//   I don't see this as allowing for any exploit, it would only happen if the client does manips of its file names 'not a bug'
  			if ( pack->checksum == fs_serverPaks[i] ) {
  				return qtrue;		// on the aproved list
  			}
  		}
  		return qfalse;	// not on the pure server pak list
  	}
  	return qtrue;
  }
  
  
  /*
  =================
  FS_LoadStack
  return load stack
  =================
  */
  int FS_LoadStack( void )
  {
  	return fs_loadStack;
  }
  
  /*
  ================
  return a hash value for the filename
  ================
  */
  static long FS_HashFileName( const char *fname, int hashSize ) {
  	int		i;
  	long	hash;
  	char	letter;
  
  	hash = 0;
  	i = 0;
  	while (fname[i] != '\0') {
  		letter = tolower(fname[i]);
  		if (letter =='.') break;				// don't include extension
  		if (letter =='\\') letter = '/';		// damn path names
  		if (letter == PATH_SEP) letter = '/';		// damn path names
  		hash+=(long)(letter)*(i+119);
  		i++;
  	}
  	hash = (hash ^ (hash >> 10) ^ (hash >> 20));
  	hash &= (hashSize-1);
  	return hash;
  }
  
  static fileHandle_t	FS_HandleForFile(void) {
  	int		i;
  
  	for ( i = 1 ; i < MAX_FILE_HANDLES ; i++ ) {
  		if ( fsh[i].handleFiles.file.o == NULL ) {
  			return i;
  		}
  	}
  	Com_Error( ERR_DROP, "FS_HandleForFile: none free" );
  	return 0;
  }
  
  static FILE	*FS_FileForHandle( fileHandle_t f ) {
  	if ( f < 1 || f >= MAX_FILE_HANDLES ) {
  		Com_Error( ERR_DROP, "FS_FileForHandle: out of range" );
  	}
  	if (fsh[f].zipFile == qtrue) {
  		Com_Error( ERR_DROP, "FS_FileForHandle: can't get FILE on zip file" );
  	}
  	if ( ! fsh[f].handleFiles.file.o ) {
  		Com_Error( ERR_DROP, "FS_FileForHandle: NULL" );
  	}
  	
  	return fsh[f].handleFiles.file.o;
  }
  
  void	FS_ForceFlush( fileHandle_t f ) {
  	FILE *file;
  
  	file = FS_FileForHandle(f);
  	setvbuf( file, NULL, _IONBF, 0 );
  }
  
  /*
  ================
  FS_fplength
  ================
  */
  
  long FS_fplength(FILE *h)
  {
  	long		pos;
  	long		end;
  
  	pos = ftell(h);
  	fseek(h, 0, SEEK_END);
  	end = ftell(h);
  	fseek(h, pos, SEEK_SET);
  
  	return end;
  }
  
  /*
  ================
  FS_filelength
  
  If this is called on a non-unique FILE (from a pak file),
  it will return the size of the pak file, not the expected
  size of the file.
  ================
  */
  long FS_filelength(fileHandle_t f)
  {
  	FILE	*h;
  
  	h = FS_FileForHandle(f);
  	
  	if(h == NULL)
  		return -1;
  	else
  		return FS_fplength(h);
  }
  
  /*
  ====================
  FS_ReplaceSeparators
  
  Fix things up differently for win/unix/mac
  ====================
  */
  static void FS_ReplaceSeparators( char *path ) {
  	char	*s;
  	qboolean lastCharWasSep = qfalse;
  
  	for ( s = path ; *s ; s++ ) {
  		if ( *s == '/' || *s == '\\' ) {
  			if ( !lastCharWasSep ) {
  				*s = PATH_SEP;
  				lastCharWasSep = qtrue;
  			} else {
  				memmove (s, s + 1, strlen (s));
  			}
  		} else {
  			lastCharWasSep = qfalse;
  		}
  	}
  }
  
  /*
  ===================
  FS_BuildOSPath
  
  Qpath may have either forward or backwards slashes
  ===================
  */
  char *FS_BuildOSPath( const char *base, const char *game, const char *qpath ) {
  	char	temp[MAX_INSTALL_PATH];
  	static char ospath[2][MAX_INSTALL_PATH];
  	static int toggle;
  	
  	toggle ^= 1;		// flip-flop to allow two returns without clash
  
  	if( !game || !game[0] ) {
  		game = fs_gamedir;
  	}
  
  	Com_sprintf( temp, sizeof(temp), "/%s/%s", game, qpath );
  	FS_ReplaceSeparators( temp );
  	Com_sprintf( ospath[toggle], sizeof( ospath[0] ), "%s%s", base, temp );
  	
  	return ospath[toggle];
  }
  
  
  /*
  ============
  FS_CreatePath
  
  Creates any directories needed to store the given filename
  ============
  */
  qboolean FS_CreatePath (char *OSPath) {
  	char	*ofs;
  	char	path[MAX_INSTALL_PATH];
  	
  	// make absolutely sure that it can't back up the path
  	// FIXME: is c: allowed???
  	if ( strstr( OSPath, ".." ) || strstr( OSPath, "::" ) ) {
  		Com_Printf( "WARNING: refusing to create relative path \"%s\"\n", OSPath );
  		return qtrue;
  	}
  
  	Q_strncpyz( path, OSPath, sizeof( path ) );
  	FS_ReplaceSeparators( path );
  
  	// Skip creation of the root directory as it will always be there
  	ofs = strchr( path, PATH_SEP );
  	if ( ofs != NULL ) {
  		ofs++;
  	}
  
  	for (; ofs != NULL && *ofs ; ofs++) {
  		if (*ofs == PATH_SEP) {
  			// create the directory
  			*ofs = 0;
  			if (!Sys_Mkdir (path)) {
  				Com_Error( ERR_FATAL, "FS_CreatePath: failed to create path \"%s\"",
  					path );
  			}
  			*ofs = PATH_SEP;
  		}
  	}
  
  	return qfalse;
  }
  
  /*
  =================
  FS_CheckFilenameIsMutable
  
  ERR_FATAL if trying to maniuplate a file with the platform library, QVM, or pk3 extension
  =================
   */
  static void FS_CheckFilenameIsMutable( const char *filename,
  		const char *function )
  {
  	// Check if the filename ends with the library, QVM, or pk3 extension
  	if( Sys_DllExtension( filename )
  		|| COM_CompareExtension( filename, ".qvm" )
  		|| COM_CompareExtension( filename, ".pk3" ) )
  	{
  		Com_Error( ERR_FATAL, "%s: Not allowed to manipulate '%s' due "
  			"to %s extension", function, filename, COM_GetExtension( filename ) );
  	}
  }
  
  /*
  ===========
  FS_Remove
  
  ===========
  */
  void FS_Remove( const char *osPath ) {
  	FS_CheckFilenameIsMutable( osPath, __func__ );
  
  	remove( osPath );
  }
  
  /*
  ===========
  FS_HomeRemove
  
  ===========
  */
  void FS_HomeRemove( const char *homePath ) {
  	FS_CheckFilenameIsMutable( homePath, __func__ );
  
  	remove( FS_BuildOSPath( fs_homepath->string,
  			fs_gamedir, homePath ) );
  }
  
  /*
  ================
  FS_FileInPathExists
  
  Tests if path and file exists
  ================
  */
  qboolean FS_FileInPathExists(const char *testpath)
  {
  	FILE *filep;
  
  	filep = Sys_FOpen(testpath, "rb");
  	
  	if(filep)
  	{
  		fclose(filep);
  		return qtrue;
  	}
  	
  	return qfalse;
  }
  
  /*
  ================
  FS_FileExists
  
  Tests if the file exists in the current gamedir, this DOES NOT
  search the paths.  This is to determine if opening a file to write
  (which always goes into the current gamedir) will cause any overwrites.
  NOTE TTimo: this goes with FS_FOpenFileWrite for opening the file afterwards
  ================
  */
  qboolean FS_FileExists(const char *file)
  {
  	return FS_FileInPathExists(FS_BuildOSPath(fs_homepath->string, fs_gamedir, file));
  }
  
  /*
  ================
  FS_SV_FileExists
  
  Tests if the file exists 
  ================
  */
  qboolean FS_SV_FileExists( const char *file )
  {
  	char *testpath;
  
  	testpath = FS_BuildOSPath( fs_homepath->string, file, "");
  	testpath[strlen(testpath)-1] = '\0';
  
  	return FS_FileInPathExists(testpath);
  }
  
  
  /*
  ===========
  FS_SV_FOpenFileWrite
  
  ===========
  */
  fileHandle_t FS_SV_FOpenFileWrite( const char *filename ) {
  	char *ospath;
  	fileHandle_t	f;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	ospath = FS_BuildOSPath( fs_homepath->string, filename, "" );
  	ospath[strlen(ospath)-1] = '\0';
  
  	f = FS_HandleForFile();
  	fsh[f].zipFile = qfalse;
  
  	if ( fs_debug->integer ) {
  		Com_Printf( "FS_SV_FOpenFileWrite: %s\n", ospath );
  	}
  
  	FS_CheckFilenameIsMutable( ospath, __func__ );
  
  	if( FS_CreatePath( ospath ) ) {
  		return 0;
  	}
  
  	Com_DPrintf( "writing to: %s\n", ospath );
  	fsh[f].handleFiles.file.o = Sys_FOpen( ospath, "wb" );
  
  	Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) );
  
  	fsh[f].handleSync = qfalse;
  	if (!fsh[f].handleFiles.file.o) {
  		f = 0;
  	}
  	return f;
  }
  
  /*
  ===========
  FS_SV_FOpenFileRead
  
  Search for a file somewhere below the home path then base path
  in that order
  ===========
  */
  long FS_SV_FOpenFileRead(const char *filename, fileHandle_t *fp)
  {
  	char *ospath;
  	fileHandle_t	f = 0;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	f = FS_HandleForFile();
  	fsh[f].zipFile = qfalse;
  
  	Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) );
  
  	// don't let sound stutter
  	S_ClearSoundBuffer();
  
  	// search homepath
  	ospath = FS_BuildOSPath( fs_homepath->string, filename, "" );
  	// remove trailing slash
  	ospath[strlen(ospath)-1] = '\0';
  
  	if ( fs_debug->integer ) {
  		Com_Printf( "FS_SV_FOpenFileRead (fs_homepath): %s\n", ospath );
  	}
  
  	fsh[f].handleFiles.file.o = Sys_FOpen( ospath, "rb" );
  	fsh[f].handleSync = qfalse;
  	if (!fsh[f].handleFiles.file.o)
  	{
  		// If fs_homepath == fs_basepath, don't bother
  		if (Q_stricmp(fs_homepath->string,fs_basepath->string))
  		{
  			// search basepath
  			ospath = FS_BuildOSPath( fs_basepath->string, filename, "" );
  			ospath[strlen(ospath)-1] = '\0';
  
  			if ( fs_debug->integer )
  			{
  				Com_Printf( "FS_SV_FOpenFileRead (fs_basepath): %s\n", ospath );
  			}
  
  			fsh[f].handleFiles.file.o = Sys_FOpen( ospath, "rb" );
  			fsh[f].handleSync = qfalse;
  		}
  
  		// Check fs_temporarypath too
  		if (!fsh[f].handleFiles.file.o && fs_temporarypath->string[0])
  		{
  			ospath = FS_BuildOSPath( fs_temporarypath->string, filename, "" );
  			ospath[strlen(ospath)-1] = '\0';
  
  			if ( fs_debug->integer )
  			{
  				Com_Printf( "FS_SV_FOpenFileRead (fs_temporarypath): %s\n", ospath );
  			}
  
  			fsh[f].handleFiles.file.o = Sys_FOpen( ospath, "rb" );
  			fsh[f].handleSync = qfalse;
  		}
  
  		// Check fs_steampath too
  		if (!fsh[f].handleFiles.file.o && fs_steampath->string[0])
  		{
  			ospath = FS_BuildOSPath( fs_steampath->string, filename, "" );
  			ospath[strlen(ospath)-1] = '\0';
  
  			if ( fs_debug->integer )
  			{
  				Com_Printf( "FS_SV_FOpenFileRead (fs_steampath): %s\n", ospath );
  			}
  
  			fsh[f].handleFiles.file.o = Sys_FOpen( ospath, "rb" );
  			fsh[f].handleSync = qfalse;
  		}
  
  		// Check fs_gogpath
  		if (!fsh[f].handleFiles.file.o && fs_gogpath->string[0])
  		{
  			ospath = FS_BuildOSPath( fs_gogpath->string, filename, "" );
  			ospath[strlen(ospath)-1] = '\0';
  
  			if ( fs_debug->integer )
  			{
  				Com_Printf( "FS_SV_FOpenFileRead (fs_gogpath): %s\n", ospath );
  			}
  
  			fsh[f].handleFiles.file.o = Sys_FOpen( ospath, "rb" );
  			fsh[f].handleSync = qfalse;
  		}
  
  		if ( !fsh[f].handleFiles.file.o )
  		{
  			f = 0;
  		}
  	}
  
  	*fp = f;
  	if (f) {
  		return FS_filelength(f);
  	}
  
  	return -1;
  }
  
  
  /*
  ===========
  FS_SV_Rename
  
  ===========
  */
  void FS_SV_Rename( const char *from, const char *to, qboolean safe ) {
  	char			*from_ospath, *to_ospath;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	// don't let sound stutter
  	S_ClearSoundBuffer();
  
  	from_ospath = FS_BuildOSPath( fs_homepath->string, from, "" );
  	to_ospath = FS_BuildOSPath( fs_homepath->string, to, "" );
  	from_ospath[strlen(from_ospath)-1] = '\0';
  	to_ospath[strlen(to_ospath)-1] = '\0';
  
  	if ( fs_debug->integer ) {
  		Com_Printf( "FS_SV_Rename: %s --> %s\n", from_ospath, to_ospath );
  	}
  
  	if ( safe ) {
  		FS_CheckFilenameIsMutable( to_ospath, __func__ );
  	}
  
  	rename(from_ospath, to_ospath);
  }
  
  
  
  /*
  ===========
  FS_Rename
  
  ===========
  */
  void FS_Rename( const char *from, const char *to ) {
  	char			*from_ospath, *to_ospath;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	// don't let sound stutter
  	S_ClearSoundBuffer();
  
  	from_ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, from );
  	to_ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, to );
  
  	if ( fs_debug->integer ) {
  		Com_Printf( "FS_Rename: %s --> %s\n", from_ospath, to_ospath );
  	}
  
  	FS_CheckFilenameIsMutable( to_ospath, __func__ );
  
  	rename(from_ospath, to_ospath);
  }
  
  /*
  ==============
  FS_FCloseFile
  
  If the FILE pointer is an open pak file, leave it open.
  
  For some reason, other dll's can't just cal fclose()
  on files returned by FS_FOpenFile...
  ==============
  */
  void FS_FCloseFile( fileHandle_t f ) {
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	if (fsh[f].zipFile == qtrue) {
  		unzCloseCurrentFile( fsh[f].handleFiles.file.z );
  		if ( fsh[f].handleFiles.unique ) {
  			unzClose( fsh[f].handleFiles.file.z );
  		}
  		Com_Memset( &fsh[f], 0, sizeof( fsh[f] ) );
  		return;
  	}
  
  	// we didn't find it as a pak, so close it as a unique file
  	if (fsh[f].handleFiles.file.o) {
  		fclose (fsh[f].handleFiles.file.o);
  	}
  	Com_Memset( &fsh[f], 0, sizeof( fsh[f] ) );
  }
  
  /*
  ===========
  FS_FOpenFileWrite
  
  ===========
  */
  fileHandle_t FS_FOpenFileWrite( const char *filename ) {
  	char			*ospath;
  	fileHandle_t	f;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	f = FS_HandleForFile();
  	fsh[f].zipFile = qfalse;
  
  	ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, filename );
  
  	if ( fs_debug->integer ) {
  		Com_Printf( "FS_FOpenFileWrite: %s\n", ospath );
  	}
  
  	FS_CheckFilenameIsMutable( ospath, __func__ );
  
  	if( FS_CreatePath( ospath ) ) {
  		return 0;
  	}
  
  	// enabling the following line causes a recursive function call loop
  	// when running with +set logfile 1 +set developer 1
  	//Com_DPrintf( "writing to: %s\n", ospath );
  	fsh[f].handleFiles.file.o = Sys_FOpen( ospath, "wb" );
  
  	Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) );
  
  	fsh[f].handleSync = qfalse;
  	if (!fsh[f].handleFiles.file.o) {
  		f = 0;
  	}
  	return f;
  }
  
  /*
  ===========
  FS_FOpenFileAppend
  
  ===========
  */
  fileHandle_t FS_FOpenFileAppend( const char *filename ) {
  	char			*ospath;
  	fileHandle_t	f;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	f = FS_HandleForFile();
  	fsh[f].zipFile = qfalse;
  
  	Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) );
  
  	// don't let sound stutter
  	S_ClearSoundBuffer();
  
  	ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, filename );
  
  	if ( fs_debug->integer ) {
  		Com_Printf( "FS_FOpenFileAppend: %s\n", ospath );
  	}
  
  	FS_CheckFilenameIsMutable( ospath, __func__ );
  
  	if( FS_CreatePath( ospath ) ) {
  		return 0;
  	}
  
  	fsh[f].handleFiles.file.o = Sys_FOpen( ospath, "ab" );
  	fsh[f].handleSync = qfalse;
  	if (!fsh[f].handleFiles.file.o) {
  		f = 0;
  	}
  	return f;
  }
  
  /*
  ===========
  FS_FCreateOpenPipeFile
  
  ===========
  */
  fileHandle_t FS_FCreateOpenPipeFile( const char *filename ) {
  	char	    		*ospath;
  	FILE					*fifo;
  	fileHandle_t	f;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	f = FS_HandleForFile();
  	fsh[f].zipFile = qfalse;
  
  	Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) );
  
  	// don't let sound stutter
  	S_ClearSoundBuffer();
  
  	ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, filename );
  
  	if ( fs_debug->integer ) {
  		Com_Printf( "FS_FCreateOpenPipeFile: %s\n", ospath );
  	}
  
  	FS_CheckFilenameIsMutable( ospath, __func__ );
  
  	fifo = Sys_Mkfifo( ospath );
  	if( fifo ) {
  		fsh[f].handleFiles.file.o = fifo;
  		fsh[f].handleSync = qfalse;
  	}
  	else
  	{
  		Com_Printf( S_COLOR_YELLOW "WARNING: Could not create new com_pipefile at %s. "
  			"com_pipefile will not be used.\n", ospath );
  		f = 0;
  	}
  
  	return f;
  }
  
  /*
  ===========
  FS_FilenameCompare
  
  Ignore case and seprator char distinctions
  ===========
  */
  qboolean FS_FilenameCompare( const char *s1, const char *s2 ) {
  	int		c1, c2;
  
  	do {
  		c1 = *s1++;
  		c2 = *s2++;
  
  		if (c1 >= 'a' && c1 <= 'z') {
  			c1 -= ('a' - 'A');
  		}
  		if (c2 >= 'a' && c2 <= 'z') {
  			c2 -= ('a' - 'A');
  		}
  
  		if ( c1 == '\\' || c1 == ':' ) {
  			c1 = '/';
  		}
  		if ( c2 == '\\' || c2 == ':' ) {
  			c2 = '/';
  		}
  
  		if (c1 != c2) {
  			return qtrue;		// strings not equal
  		}
  	} while (c1);
  
  	return qfalse;		// strings are equal
  }
  
  /*
  ===========
  FS_IsExt
  
  Return qtrue if ext matches file extension filename
  ===========
  */
  
  qboolean FS_IsExt(const char *filename, const char *ext, int namelen)
  {
  	int extlen;
  
  	extlen = strlen(ext);
  
  	if(extlen > namelen)
  		return qfalse;
  
  	filename += namelen - extlen;
  
  	return !Q_stricmp(filename, ext);
  }
  
  /*
  ===========
  FS_IsDemoExt
  
  Return qtrue if filename has a demo extension
  ===========
  */
  
  qboolean FS_IsDemoExt(const char *filename, int namelen)
  {
  	char *ext_test;
  	int index, protocol;
  
  	ext_test = strrchr(filename, '.');
  	if(ext_test && !Q_stricmpn(ext_test + 1, DEMOEXT, ARRAY_LEN(DEMOEXT) - 1))
  	{
  		protocol = atoi(ext_test + ARRAY_LEN(DEMOEXT));
  
  		if(protocol == com_protocol->integer)
  			return qtrue;
  
  #ifdef LEGACY_PROTOCOL
  		if(protocol == com_legacyprotocol->integer)
  			return qtrue;
  #endif
  
  		for(index = 0; demo_protocols[index]; index++)
  		{
  			if(demo_protocols[index] == protocol)
  			return qtrue;
  		}
  	}
  
  	return qfalse;
  }
  
  /*
  ===========
  FS_FOpenFileReadDir
  
  Tries opening file "filename" in searchpath "search"
  Returns filesize and an open FILE pointer.
  ===========
  */
  extern qboolean		com_fullyInitialized;
  
  long FS_FOpenFileReadDir(const char *filename, searchpath_t *search, fileHandle_t *file, qboolean uniqueFILE, qboolean unpure)
  {
  	long			hash;
  	pack_t		*pak;
  	fileInPack_t	*pakFile;
  	directory_t	*dir;
  	char		*netpath;
  	FILE		*filep;
  	int			len;
  
  	if(filename == NULL)
  		Com_Error(ERR_FATAL, "FS_FOpenFileRead: NULL 'filename' parameter passed");
  
  	// qpaths are not supposed to have a leading slash
  	if(filename[0] == '/' || filename[0] == '\\')
  		filename++;
  
  	// make absolutely sure that it can't back up the path.
  	// The searchpaths do guarantee that something will always
  	// be prepended, so we don't need to worry about "c:" or "//limbo" 
  	if(strstr(filename, ".." ) || strstr(filename, "::"))
  	{
  		if(file == NULL)
  			return qfalse;
  
  		*file = 0;
  		return -1;
  	}
  
  	// make sure the q3key file is only readable by the quake3.exe at initialization
  	// any other time the key should only be accessed in memory using the provided functions
  	if(com_fullyInitialized && strstr(filename, "q3key"))
  	{
  		if(file == NULL)
  			return qfalse;
  
  		*file = 0;
  		return -1;
  	}
  
  	if(file == NULL)
  	{
  		// just wants to see if file is there
  
  		// is the element a pak file?
  		if(search->pack)
  		{
  			hash = FS_HashFileName(filename, search->pack->hashSize);
  
  			if(search->pack->hashTable[hash])
  			{
  				// look through all the pak file elements
  				pak = search->pack;
  				pakFile = pak->hashTable[hash];
  
  				do
  				{
  					// case and separator insensitive comparisons
  					if(!FS_FilenameCompare(pakFile->name, filename))
  					{
  						// found it!
  						if(pakFile->len)
  							return pakFile->len;
  						else
  						{
  							// It's not nice, but legacy code depends
  							// on positive value if file exists no matter
  							// what size
  							return 1;
  						}
  					}
  
  					pakFile = pakFile->next;
  				} while(pakFile != NULL);
  			}
  		}
  		else if(search->dir)
  		{
  			dir = search->dir;
  
  			netpath = FS_BuildOSPath(dir->path, dir->gamedir, filename);
  			filep = Sys_FOpen(netpath, "rb");
  
  			if(filep)
  			{
  				len = FS_fplength(filep);
  				fclose(filep);
  
  				if(len)
  					return len;
  				else
  					return 1;
  			}
  		}
  
  		return 0;
  	}
  
  	*file = FS_HandleForFile();
  	fsh[*file].handleFiles.unique = uniqueFILE;
  
  	// is the element a pak file?
  	if(search->pack)
  	{
  		hash = FS_HashFileName(filename, search->pack->hashSize);
  
  		if(search->pack->hashTable[hash])
  		{
  			// disregard if it doesn't match one of the allowed pure pak files
  			if(!unpure && !FS_PakIsPure(search->pack))
  			{
  				*file = 0;
  				return -1;
  			}
  
  			// look through all the pak file elements
  			pak = search->pack;
  			pakFile = pak->hashTable[hash];
  
  			do
  			{
  				// case and separator insensitive comparisons
  				if(!FS_FilenameCompare(pakFile->name, filename))
  				{
  					// found it!
  
  					// mark the pak as having been referenced and mark specifics on cgame and ui
  					// shaders, txt, arena files  by themselves do not count as a reference as 
  					// these are loaded from all pk3s 
  					// from every pk3 file.. 
  					len = strlen(filename);
  
  					if (!(pak->referenced & FS_GENERAL_REF))
  					{
  						if(!FS_IsExt(filename, ".shader", len) &&
  						   !FS_IsExt(filename, ".txt", len) &&
  						   !FS_IsExt(filename, ".cfg", len) &&
  						   !FS_IsExt(filename, ".config", len) &&
  						   !FS_IsExt(filename, ".bot", len) &&
  						   !FS_IsExt(filename, ".arena", len) &&
  						   !FS_IsExt(filename, ".menu", len) &&
  						   Q_stricmp(filename, "vm/qagame.qvm") != 0 &&
  						   !strstr(filename, "levelshots"))
  						{
  							pak->referenced |= FS_GENERAL_REF;
  						}
  					}
  
  					if(strstr(filename, "cgame.qvm"))
  						pak->referenced |= FS_CGAME_REF;
  					if(strstr(filename, "ui.qvm"))
  						pak->referenced |= FS_UI_REF;
  
  					if(uniqueFILE)
  					{
  						// open a new file on the pakfile
  						fsh[*file].handleFiles.file.z = unzOpen(pak->pakFilename);
  
  						if(fsh[*file].handleFiles.file.z == NULL)
  							Com_Error(ERR_FATAL, "Couldn't open %s", pak->pakFilename);
  					}
  					else
  						fsh[*file].handleFiles.file.z = pak->handle;
  
  					Q_strncpyz(fsh[*file].name, filename, sizeof(fsh[*file].name));
  					fsh[*file].zipFile = qtrue;
  
  					// set the file position in the zip file (also sets the current file info)
  					unzSetOffset(fsh[*file].handleFiles.file.z, pakFile->pos);
  
  					// open the file in the zip
  					unzOpenCurrentFile(fsh[*file].handleFiles.file.z);
  					fsh[*file].zipFilePos = pakFile->pos;
  					fsh[*file].zipFileLen = pakFile->len;
  
  					if(fs_debug->integer)
  					{
  						Com_Printf("FS_FOpenFileRead: %s (found in '%s')\n", 
  								filename, pak->pakFilename);
  					}
  
  					return pakFile->len;
  				}
  
  				pakFile = pakFile->next;
  			} while(pakFile != NULL);
  		}
  	}
  	else if(search->dir)
  	{
  		// check a file in the directory tree
  
  		// if we are running restricted, the only files we
  		// will allow to come from the directory are .cfg files
  		len = strlen(filename);
  		// FIXME TTimo I'm not sure about the fs_numServerPaks test
  		// if you are using FS_ReadFile to find out if a file exists,
  		//   this test can make the search fail although the file is in the directory
  		// I had the problem on https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=8
  		// turned out I used FS_FileExists instead
  		if(!unpure && fs_numServerPaks)
  		{
  			if(!FS_IsExt(filename, ".cfg", len) &&		// for config files
  			   !FS_IsExt(filename, ".menu", len) &&		// menu files
  			   !FS_IsExt(filename, ".game", len) &&		// menu files
  			   !FS_IsExt(filename, ".dat", len) &&		// for journal files
  			   !FS_IsDemoExt(filename, len))			// demos
  			{
  				*file = 0;
  				return -1;
  			}
  		}
  
  		dir = search->dir;
  
  		netpath = FS_BuildOSPath(dir->path, dir->gamedir, filename);
  		filep = Sys_FOpen(netpath, "rb");
  
  		if (filep == NULL)
  		{
  			*file = 0;
  			return -1;
  		}
  
  		Q_strncpyz(fsh[*file].name, filename, sizeof(fsh[*file].name));
  		fsh[*file].zipFile = qfalse;
  
  		if(fs_debug->integer)
  		{
  			Com_Printf("FS_FOpenFileRead: %s (found in '%s%c%s')\n", filename,
  					dir->path, PATH_SEP, dir->gamedir);
  		}
  
  		fsh[*file].handleFiles.file.o = filep;
  		return FS_fplength(filep);
  	}
  
  	*file = 0;
  	return -1;
  }
  
  /*
  ===========
  FS_FOpenFileRead
  
  Finds the file in the search path.
  Returns filesize and an open FILE pointer.
  Used for streaming data out of either a
  separate file or a ZIP file.
  ===========
  */
  long FS_FOpenFileRead(const char *filename, fileHandle_t *file, qboolean uniqueFILE)
  {
  	searchpath_t *search;
  	long len;
  	qboolean isLocalConfig;
  
  	if(!fs_searchpaths)
  		Com_Error(ERR_FATAL, "Filesystem call made without initialization");
  
  	isLocalConfig = !strcmp(filename, "autoexec.cfg") || !strcmp(filename, Q3CONFIG_CFG);
  	for(search = fs_searchpaths; search; search = search->next)
  	{
  		// autoexec.cfg and q3config.cfg can only be loaded outside of pk3 files.
  		if (isLocalConfig && search->pack)
  			continue;
  
  		len = FS_FOpenFileReadDir(filename, search, file, uniqueFILE, qfalse);
  
  		if(file == NULL)
  		{
  			if(len > 0)
  				return len;
  		}
  		else
  		{
  			if(len >= 0 && *file)
  				return len;
  		}
  
  	}
  	
  #ifdef FS_MISSING
  	if(missingFiles)
  		fprintf(missingFiles, "%s\n", filename);
  #endif
  
  	if(file)
  	{
  		*file = 0;
  		return -1;
  	}
  	else
  	{
  		// When file is NULL, we're querying the existance of the file
  		// If we've got here, it doesn't exist
  		return 0;
  	}
  }
  
  /*
  =================
  FS_FindVM
  
  Find a suitable VM file in search path order.
  
  In each searchpath try:
   - open DLL file if DLL loading enabled
   - open QVM file
  
  Enable search for DLL by setting enableDll to FSVM_ENABLEDLL
  
  write found DLL or QVM to "found" and return VMI_NATIVE if DLL, VMI_COMPILED if QVM
  Return the searchpath in "startSearch".
  =================
  */
  
  int FS_FindVM(void **startSearch, char *found, int foundlen, const char *name, int enableDll)
  {
  	searchpath_t *search, *lastSearch;
  	directory_t *dir;
  	pack_t *pack;
  	char dllName[MAX_INSTALL_PATH], qvmName[MAX_INSTALL_PATH];
  	char *netpath;
  
  	if(!fs_searchpaths)
  		Com_Error(ERR_FATAL, "Filesystem call made without initialization");
  
  	if(enableDll)
  		Com_sprintf(dllName, sizeof(dllName), "%s" ARCH_STRING DLL_EXT, name);
  
  	Com_sprintf(qvmName, sizeof(qvmName), "vm/%s.qvm", name);
  
  	lastSearch = *startSearch;
  	if(*startSearch == NULL)
  		search = fs_searchpaths;
  	else
  		search = lastSearch->next;
  
  	while(search)
  	{
  		if(search->dir && !fs_numServerPaks)
  		{
  			dir = search->dir;
  
  			if(enableDll)
  			{
  				netpath = FS_BuildOSPath(dir->path, dir->gamedir, dllName);
  
  				if(FS_FileInPathExists(netpath))
  				{
  					Q_strncpyz(found, netpath, foundlen);
  					*startSearch = search;
  
  					return VMI_NATIVE;
  				}
  			}
  
  			if(FS_FOpenFileReadDir(qvmName, search, NULL, qfalse, qfalse) > 0)
  			{
  				*startSearch = search;
  				return VMI_COMPILED;
  			}
  		}
  		else if(search->pack)
  		{
  			pack = search->pack;
  
  			if(lastSearch && lastSearch->pack)
  			{
  				// make sure we only try loading one VM file per game dir
  				// i.e. if VM from pak7.pk3 fails we won't try one from pak6.pk3
  
  				if(!FS_FilenameCompare(lastSearch->pack->pakPathname, pack->pakPathname))
  				{
  					search = search->next;
  					continue;
  				}
  			}
  
  			if(FS_FOpenFileReadDir(qvmName, search, NULL, qfalse, qfalse) > 0)
  			{
  				*startSearch = search;
  
  				return VMI_COMPILED;
  			}
  		}
  
  		search = search->next;
  	}
  
  	return -1;
  }
  
  /*
  =================
  FS_Read
  
  Properly handles partial reads
  =================
  */
  int FS_Read( void *buffer, int len, fileHandle_t f ) {
  	int		block, remaining;
  	int		read;
  	byte	*buf;
  	int		tries;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	if ( !f ) {
  		return 0;
  	}
  
  	buf = (byte *)buffer;
  	fs_readCount += len;
  
  	if (fsh[f].zipFile == qfalse) {
  		remaining = len;
  		tries = 0;
  		while (remaining) {
  			block = remaining;
  			read = fread (buf, 1, block, fsh[f].handleFiles.file.o);
  			if (read == 0) {
  				// we might have been trying to read from a CD, which
  				// sometimes returns a 0 read on windows
  				if (!tries) {
  					tries = 1;
  				} else {
  					return len-remaining;	//Com_Error (ERR_FATAL, "FS_Read: 0 bytes read");
  				}
  			}
  
  			if (read == -1) {
  				Com_Error (ERR_FATAL, "FS_Read: -1 bytes read");
  			}
  
  			remaining -= read;
  			buf += read;
  		}
  		return len;
  	} else {
  		return unzReadCurrentFile(fsh[f].handleFiles.file.z, buffer, len);
  	}
  }
  
  /*
  =================
  FS_Write
  
  Properly handles partial writes
  =================
  */
  int FS_Write( const void *buffer, int len, fileHandle_t h ) {
  	int		block, remaining;
  	int		written;
  	byte	*buf;
  	int		tries;
  	FILE	*f;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	if ( !h ) {
  		return 0;
  	}
  
  	f = FS_FileForHandle(h);
  	buf = (byte *)buffer;
  
  	remaining = len;
  	tries = 0;
  	while (remaining) {
  		block = remaining;
  		written = fwrite (buf, 1, block, f);
  		if (written == 0) {
  			if (!tries) {
  				tries = 1;
  			} else {
  				Com_Printf( "FS_Write: 0 bytes written\n" );
  				return 0;
  			}
  		}
  
  		if (written == -1) {
  			Com_Printf( "FS_Write: -1 bytes written\n" );
  			return 0;
  		}
  
  		remaining -= written;
  		buf += written;
  	}
  	if ( fsh[h].handleSync ) {
  		fflush( f );
  	}
  	return len;
  }
  
  void QDECL FS_Printf( fileHandle_t h, const char *fmt, ... ) {
  	va_list		argptr;
  	char		msg[MAXPRINTMSG];
  
  	va_start (argptr,fmt);
  	Q_vsnprintf (msg, sizeof(msg), fmt, argptr);
  	va_end (argptr);
  
  	FS_Write(msg, strlen(msg), h);
  }
  
  #define PK3_SEEK_BUFFER_SIZE 65536
  
  /*
  =================
  FS_Seek
  
  =================
  */
  int FS_Seek( fileHandle_t f, long offset, int origin ) {
  	int		_origin;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  		return -1;
  	}
  
  	if (fsh[f].zipFile == qtrue) {
  		//FIXME: this is really, really crappy
  		//(but better than what was here before)
  		byte	buffer[PK3_SEEK_BUFFER_SIZE];
  		int		remainder;
  		int		currentPosition = FS_FTell( f );
  
  		// change negative offsets into FS_SEEK_SET
  		if ( offset < 0 ) {
  			switch( origin ) {
  				case FS_SEEK_END:
  					remainder = fsh[f].zipFileLen + offset;
  					break;
  
  				case FS_SEEK_CUR:
  					remainder = currentPosition + offset;
  					break;
  
  				case FS_SEEK_SET:
  				default:
  					remainder = 0;
  					break;
  			}
  
  			if ( remainder < 0 ) {
  				remainder = 0;
  			}
  
  			origin = FS_SEEK_SET;
  		} else {
  			if ( origin == FS_SEEK_END ) {
  				remainder = fsh[f].zipFileLen - currentPosition + offset;
  			} else {
  				remainder = offset;
  			}
  		}
  
  		switch( origin ) {
  			case FS_SEEK_SET:
  				if ( remainder == currentPosition ) {
  					return offset;
  				}
  				unzSetOffset(fsh[f].handleFiles.file.z, fsh[f].zipFilePos);
  				unzOpenCurrentFile(fsh[f].handleFiles.file.z);
  				//fallthrough
  
  			case FS_SEEK_END:
  			case FS_SEEK_CUR:
  				while( remainder > PK3_SEEK_BUFFER_SIZE ) {
  					FS_Read( buffer, PK3_SEEK_BUFFER_SIZE, f );
  					remainder -= PK3_SEEK_BUFFER_SIZE;
  				}
  				FS_Read( buffer, remainder, f );
  				return offset;
  
  			default:
  				Com_Error( ERR_FATAL, "Bad origin in FS_Seek" );
  				return -1;
  		}
  	} else {
  		FILE *file;
  		file = FS_FileForHandle(f);
  		switch( origin ) {
  		case FS_SEEK_CUR:
  			_origin = SEEK_CUR;
  			break;
  		case FS_SEEK_END:
  			_origin = SEEK_END;
  			break;
  		case FS_SEEK_SET:
  			_origin = SEEK_SET;
  			break;
  		default:
  			Com_Error( ERR_FATAL, "Bad origin in FS_Seek" );
  			break;
  		}
  
  		return fseek( file, offset, _origin );
  	}
  }
  
  
  /*
  ======================================================================================
  
  CONVENIENCE FUNCTIONS FOR ENTIRE FILES
  
  ======================================================================================
  */
  
  int	FS_FileIsInPAK(const char *filename, int *pChecksum ) {
  	searchpath_t	*search;
  	pack_t			*pak;
  	fileInPack_t	*pakFile;
  	long			hash = 0;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	if ( !filename ) {
  		Com_Error( ERR_FATAL, "FS_FOpenFileRead: NULL 'filename' parameter passed" );
  	}
  
  	// qpaths are not supposed to have a leading slash
  	if ( filename[0] == '/' || filename[0] == '\\' ) {
  		filename++;
  	}
  
  	// make absolutely sure that it can't back up the path.
  	// The searchpaths do guarantee that something will always
  	// be prepended, so we don't need to worry about "c:" or "//limbo" 
  	if ( strstr( filename, ".." ) || strstr( filename, "::" ) ) {
  		return -1;
  	}
  
  	//
  	// search through the path, one element at a time
  	//
  
  	for ( search = fs_searchpaths ; search ; search = search->next ) {
  		//
  		if (search->pack) {
  			hash = FS_HashFileName(filename, search->pack->hashSize);
  		}
  		// is the element a pak file?
  		if ( search->pack && search->pack->hashTable[hash] ) {
  			// disregard if it doesn't match one of the allowed pure pak files
  			if ( !FS_PakIsPure(search->pack) ) {
  				continue;
  			}
  
  			// look through all the pak file elements
  			pak = search->pack;
  			pakFile = pak->hashTable[hash];
  			do {
  				// case and separator insensitive comparisons
  				if ( !FS_FilenameCompare( pakFile->name, filename ) ) {
  					if (pChecksum) {
  						*pChecksum = pak->pure_checksum;
  					}
  					return 1;
  				}
  				pakFile = pakFile->next;
  			} while(pakFile != NULL);
  		}
  	}
  	return -1;
  }
  
  /*
  ============
  FS_ReadFileDir
  
  Filename are relative to the quake search path
  a null buffer will just return the file length without loading
  If searchPath is non-NULL search only in that specific search path
  ============
  */
  long FS_ReadFileDir(const char *qpath, void *searchPath, qboolean unpure, void **buffer)
  {
  	fileHandle_t	h;
  	searchpath_t	*search;
  	byte*			buf;
  	qboolean		isConfig;
  	long				len;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	if ( !qpath || !qpath[0] ) {
  		Com_Error( ERR_FATAL, "FS_ReadFile with empty name" );
  	}
  
  	buf = NULL;	// quiet compiler warning
  
  	// if this is a .cfg file and we are playing back a journal, read
  	// it from the journal file
  	if ( strstr( qpath, ".cfg" ) ) {
  		isConfig = qtrue;
  		if ( com_journal && com_journal->integer == 2 ) {
  			int		r;
  
  			Com_DPrintf( "Loading %s from journal file.\n", qpath );
  			r = FS_Read( &len, sizeof( len ), com_journalDataFile );
  			if ( r != sizeof( len ) ) {
  				if (buffer != NULL) *buffer = NULL;
  				return -1;
  			}
  			// if the file didn't exist when the journal was created
  			if (!len) {
  				if (buffer == NULL) {
  					return 1;			// hack for old journal files
  				}
  				*buffer = NULL;
  				return -1;
  			}
  			if (buffer == NULL) {
  				return len;
  			}
  
  			buf = Hunk_AllocateTempMemory(len+1);
  			*buffer = buf;
  
  			r = FS_Read( buf, len, com_journalDataFile );
  			if ( r != len ) {
  				Com_Error( ERR_FATAL, "Read from journalDataFile failed" );
  			}
  
  			fs_loadCount++;
  			fs_loadStack++;
  
  			// guarantee that it will have a trailing 0 for string operations
  			buf[len] = 0;
  
  			return len;
  		}
  	} else {
  		isConfig = qfalse;
  	}
  
  	search = searchPath;
  
  	if(search == NULL)
  	{
  		// look for it in the filesystem or pack files
  		len = FS_FOpenFileRead(qpath, &h, qfalse);
  	}
  	else
  	{
  		// look for it in a specific search path only
  		len = FS_FOpenFileReadDir(qpath, search, &h, qfalse, unpure);
  	}
  
  	if ( h == 0 ) {
  		if ( buffer ) {
  			*buffer = NULL;
  		}
  		// if we are journalling and it is a config file, write a zero to the journal file
  		if ( isConfig && com_journal && com_journal->integer == 1 ) {
  			Com_DPrintf( "Writing zero for %s to journal file.\n", qpath );
  			len = 0;
  			FS_Write( &len, sizeof( len ), com_journalDataFile );
  			FS_Flush( com_journalDataFile );
  		}
  		return -1;
  	}
  
  	if ( !buffer ) {
  		if ( isConfig && com_journal && com_journal->integer == 1 ) {
  			Com_DPrintf( "Writing len for %s to journal file.\n", qpath );
  			FS_Write( &len, sizeof( len ), com_journalDataFile );
  			FS_Flush( com_journalDataFile );
  		}
  		FS_FCloseFile( h);
  		return len;
  	}
  
  	fs_loadCount++;
  	fs_loadStack++;
  
  	buf = Hunk_AllocateTempMemory(len+1);
  	*buffer = buf;
  
  	FS_Read (buf, len, h);
  
  	// guarantee that it will have a trailing 0 for string operations
  	buf[len] = 0;
  	FS_FCloseFile( h );
  
  	// if we are journalling and it is a config file, write it to the journal file
  	if ( isConfig && com_journal && com_journal->integer == 1 ) {
  		Com_DPrintf( "Writing %s to journal file.\n", qpath );
  		FS_Write( &len, sizeof( len ), com_journalDataFile );
  		FS_Write( buf, len, com_journalDataFile );
  		FS_Flush( com_journalDataFile );
  	}
  	return len;
  }
  
  /*
  ============
  FS_ReadFile
  
  Filename are relative to the quake search path
  a null buffer will just return the file length without loading
  ============
  */
  long FS_ReadFile(const char *qpath, void **buffer)
  {
  	return FS_ReadFileDir(qpath, NULL, qfalse, buffer);
  }
  
  /*
  =============
  FS_FreeFile
  =============
  */
  void FS_FreeFile( void *buffer ) {
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  	if ( !buffer ) {
  		Com_Error( ERR_FATAL, "FS_FreeFile( NULL )" );
  	}
  	fs_loadStack--;
  
  	Hunk_FreeTempMemory( buffer );
  
  	// if all of our temp files are free, clear all of our space
  	if ( fs_loadStack == 0 ) {
  		Hunk_ClearTempMemory();
  	}
  }
  
  /*
  ============
  FS_WriteFile
  
  Filename are relative to the quake search path
  ============
  */
  void FS_WriteFile( const char *qpath, const void *buffer, int size ) {
  	fileHandle_t f;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	if ( !qpath || !buffer ) {
  		Com_Error( ERR_FATAL, "FS_WriteFile: NULL parameter" );
  	}
  
  	f = FS_FOpenFileWrite( qpath );
  	if ( !f ) {
  		Com_Printf( "Failed to open %s\n", qpath );
  		return;
  	}
  
  	FS_Write( buffer, size, f );
  
  	FS_FCloseFile( f );
  }
  
  
  
  /*
  ==========================================================================
  
  ZIP FILE LOADING
  
  ==========================================================================
  */
  
  /*
  =================
  FS_LoadZipFile
  
  Creates a new pak_t in the search chain for the contents
  of a zip file.
  =================
  */
  static pack_t *FS_LoadZipFile(const char *zipfile, const char *basename)
  {
  	fileInPack_t	*buildBuffer;
  	pack_t			*pack;
  	unzFile			uf;
  	int				err;
  	unz_global_info gi;
  	char			filename_inzip[MAX_ZPATH];
  	unz_file_info	file_info;
  	int				i, len;
  	long			hash;
  	int				fs_numHeaderLongs;
  	int				*fs_headerLongs;
  	char			*namePtr;
  
  	fs_numHeaderLongs = 0;
  
  	uf = unzOpen(zipfile);
  	err = unzGetGlobalInfo (uf,&gi);
  
  	if (err != UNZ_OK)
  		return NULL;
  
  	len = 0;
  	unzGoToFirstFile(uf);
  	for (i = 0; i < gi.number_entry; i++)
  	{
  		err = unzGetCurrentFileInfo(uf, &file_info, filename_inzip, sizeof(filename_inzip), NULL, 0, NULL, 0);
  		if (err != UNZ_OK) {
  			break;
  		}
  		len += strlen(filename_inzip) + 1;
  		unzGoToNextFile(uf);
  	}
  
  	buildBuffer = Z_Malloc( (gi.number_entry * sizeof( fileInPack_t )) + len );
  	namePtr = ((char *) buildBuffer) + gi.number_entry * sizeof( fileInPack_t );
  	fs_headerLongs = Z_Malloc( ( gi.number_entry + 1 ) * sizeof(int) );
  	fs_headerLongs[ fs_numHeaderLongs++ ] = LittleLong( fs_checksumFeed );
  
  	// get the hash table size from the number of files in the zip
  	// because lots of custom pk3 files have less than 32 or 64 files
  	for (i = 1; i <= MAX_FILEHASH_SIZE; i <<= 1) {
  		if (i > gi.number_entry) {
  			break;
  		}
  	}
  
  	pack = Z_Malloc( sizeof( pack_t ) + i * sizeof(fileInPack_t *) );
  	pack->hashSize = i;
  	pack->hashTable = (fileInPack_t **) (((char *) pack) + sizeof( pack_t ));
  	for(i = 0; i < pack->hashSize; i++) {
  		pack->hashTable[i] = NULL;
  	}
  
  	Q_strncpyz( pack->pakFilename, zipfile, sizeof( pack->pakFilename ) );
  	Q_strncpyz( pack->pakBasename, basename, sizeof( pack->pakBasename ) );
  
  	// strip .pk3 if needed
  	if ( strlen( pack->pakBasename ) > 4 && !Q_stricmp( pack->pakBasename + strlen( pack->pakBasename ) - 4, ".pk3" ) ) {
  		pack->pakBasename[strlen( pack->pakBasename ) - 4] = 0;
  	}
  
  	pack->handle = uf;
  	pack->numfiles = gi.number_entry;
  	unzGoToFirstFile(uf);
  
  	for (i = 0; i < gi.number_entry; i++)
  	{
  		err = unzGetCurrentFileInfo(uf, &file_info, filename_inzip, sizeof(filename_inzip), NULL, 0, NULL, 0);
  		if (err != UNZ_OK) {
  			break;
  		}
  		if (file_info.uncompressed_size > 0) {
  			fs_headerLongs[fs_numHeaderLongs++] = LittleLong(file_info.crc);
  		}
  		Q_strlwr( filename_inzip );
  		hash = FS_HashFileName(filename_inzip, pack->hashSize);
  		buildBuffer[i].name = namePtr;
  		strcpy( buildBuffer[i].name, filename_inzip );
  		namePtr += strlen(filename_inzip) + 1;
  		// store the file position in the zip
  		buildBuffer[i].pos = unzGetOffset(uf);
  		buildBuffer[i].len = file_info.uncompressed_size;
  		buildBuffer[i].next = pack->hashTable[hash];
  		pack->hashTable[hash] = &buildBuffer[i];
  		unzGoToNextFile(uf);
  	}
  
  	pack->checksum = Com_BlockChecksum( &fs_headerLongs[ 1 ], sizeof(*fs_headerLongs) * ( fs_numHeaderLongs - 1 ) );
  	pack->pure_checksum = Com_BlockChecksum( fs_headerLongs, sizeof(*fs_headerLongs) * fs_numHeaderLongs );
  	pack->checksum = LittleLong( pack->checksum );
  	pack->pure_checksum = LittleLong( pack->pure_checksum );
  
  	Z_Free(fs_headerLongs);
  
  	pack->buildBuffer = buildBuffer;
  	return pack;
  }
  
  /*
  =================
  FS_FreePak
  
  Frees a pak structure and releases all associated resources
  =================
  */
  
  static void FS_FreePak(pack_t *thepak)
  {
  	unzClose(thepak->handle);
  	Z_Free(thepak->buildBuffer);
  	Z_Free(thepak);
  }
  
  /*
  =================
  FS_GetZipChecksum
  
  Compares whether the given pak file matches a referenced checksum
  =================
  */
  qboolean FS_CompareZipChecksum(const char *zipfile)
  {
  	pack_t *thepak;
  	int index, checksum;
  
  	thepak = FS_LoadZipFile(zipfile, "");
  
  	if(!thepak)
  		return qfalse;
  
  	checksum = thepak->checksum;
  	FS_FreePak(thepak);
  
  	for(index = 0; index < fs_numServerReferencedPaks; index++)
  	{
  		if(checksum == fs_serverReferencedPaks[index])
  			return qtrue;
  	}
  
  	return qfalse;
  }
  
  /*
  =================================================================================
  
  DIRECTORY SCANNING FUNCTIONS
  
  =================================================================================
  */
  
  #define	MAX_FOUND_FILES	0x1000
  
  static int FS_ReturnPath( const char *zname, char *zpath, int *depth ) {
  	int len, at, newdep;
  
  	newdep = 0;
  	zpath[0] = 0;
  	len = 0;
  	at = 0;
  
  	while(zname[at] != 0)
  	{
  		if (zname[at]=='/' || zname[at]=='\\') {
  			len = at;
  			newdep++;
  		}
  		at++;
  	}
  	strcpy(zpath, zname);
  	zpath[len] = 0;
  	*depth = newdep;
  
  	return len;
  }
  
  /*
  ==================
  FS_AddFileToList
  ==================
  */
  static int FS_AddFileToList( char *name, char *list[MAX_FOUND_FILES], int nfiles ) {
  	int		i;
  
  	if ( nfiles == MAX_FOUND_FILES - 1 ) {
  		return nfiles;
  	}
  	for ( i = 0 ; i < nfiles ; i++ ) {
  		if ( !Q_stricmp( name, list[i] ) ) {
  			return nfiles;		// already in list
  		}
  	}
  	list[nfiles] = CopyString( name );
  	nfiles++;
  
  	return nfiles;
  }
  
  /*
  ===============
  FS_ListFilteredFiles
  
  Returns a uniqued list of files that match the given criteria
  from all search paths
  ===============
  */
  char **FS_ListFilteredFiles( const char *path, const char *extension, char *filter, int *numfiles, qboolean allowNonPureFilesOnDisk ) {
  	int				nfiles;
  	char			**listCopy;
  	char			*list[MAX_FOUND_FILES];
  	searchpath_t	*search;
  	int				i;
  	int				pathLength;
  	int				extensionLength;
  	int				length, pathDepth, temp;
  	pack_t			*pak;
  	fileInPack_t	*buildBuffer;
  	char			zpath[MAX_ZPATH];
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	if ( !path ) {
  		*numfiles = 0;
  		return NULL;
  	}
  	if ( !extension ) {
  		extension = "";
  	}
  
  	pathLength = strlen( path );
  	if ( path[pathLength-1] == '\\' || path[pathLength-1] == '/' ) {
  		pathLength--;
  	}
  	extensionLength = strlen( extension );
  	nfiles = 0;
  	FS_ReturnPath(path, zpath, &pathDepth);
  
  	//
  	// search through the path, one element at a time, adding to list
  	//
  	for (search = fs_searchpaths ; search ; search = search->next) {
  		// is the element a pak file?
  		if (search->pack) {
  
  			//ZOID:  If we are pure, don't search for files on paks that
  			// aren't on the pure list
  			if ( !FS_PakIsPure(search->pack) ) {
  				continue;
  			}
  
  			// look through all the pak file elements
  			pak = search->pack;
  			buildBuffer = pak->buildBuffer;
  			for (i = 0; i < pak->numfiles; i++) {
  				char	*name;
  				int		zpathLen, depth;
  
  				// check for directory match
  				name = buildBuffer[i].name;
  				//
  				if (filter) {
  					// case insensitive
  					if (!Com_FilterPath( filter, name, qfalse ))
  						continue;
  					// unique the match
  					nfiles = FS_AddFileToList( name, list, nfiles );
  				}
  				else {
  
  					zpathLen = FS_ReturnPath(name, zpath, &depth);
  
  					if ( (depth-pathDepth)>2 || pathLength > zpathLen || Q_stricmpn( name, path, pathLength ) ) {
  						continue;
  					}
  
  					// check for extension match
  					length = strlen( name );
  					if ( length < extensionLength ) {
  						continue;
  					}
  
  					if ( Q_stricmp( name + length - extensionLength, extension ) ) {
  						continue;
  					}
  					// unique the match
  
  					temp = pathLength;
  					if (pathLength) {
  						temp++; // include the '/'
  					}
  					nfiles = FS_AddFileToList( name + temp, list, nfiles );
  				}
  			}
  		} else if (search->dir) { // scan for files in the filesystem
  			char	*netpath;
  			int		numSysFiles;
  			char	**sysFiles;
  			char	*name;
  
  			// don't scan directories for files if we are pure or restricted
  			if ( fs_numServerPaks && !allowNonPureFilesOnDisk ) {
  				continue;
  			} else {
  				netpath = FS_BuildOSPath( search->dir->path, search->dir->gamedir, path );
  				sysFiles = Sys_ListFiles( netpath, extension, filter, &numSysFiles, qfalse );
  				for ( i = 0 ; i < numSysFiles ; i++ ) {
  					// unique the match
  					name = sysFiles[i];
  					nfiles = FS_AddFileToList( name, list, nfiles );
  				}
  				Sys_FreeFileList( sysFiles );
  			}
  		}
  	}
  
  	// return a copy of the list
  	*numfiles = nfiles;
  
  	if ( !nfiles ) {
  		return NULL;
  	}
  
  	listCopy = Z_Malloc( ( nfiles + 1 ) * sizeof( *listCopy ) );
  	for ( i = 0 ; i < nfiles ; i++ ) {
  		listCopy[i] = list[i];
  	}
  	listCopy[i] = NULL;
  
  	return listCopy;
  }
  
  /*
  =================
  FS_ListFiles
  =================
  */
  char **FS_ListFiles( const char *path, const char *extension, int *numfiles ) {
  	return FS_ListFilteredFiles( path, extension, NULL, numfiles, qfalse );
  }
  
  /*
  =================
  FS_FreeFileList
  =================
  */
  void FS_FreeFileList( char **list ) {
  	int		i;
  
  	if ( !fs_searchpaths ) {
  		Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
  	}
  
  	if ( !list ) {
  		return;
  	}
  
  	for ( i = 0 ; list[i] ; i++ ) {
  		Z_Free( list[i] );
  	}
  
  	Z_Free( list );
  }
  
  
  /*
  ================
  FS_GetFileList
  ================
  */
  int	FS_GetFileList(  const char *path, const char *extension, char *listbuf, int bufsize ) {
  	int		nFiles, i, nTotal, nLen;
  	char **pFiles = NULL;
  
  	*listbuf = 0;
  	nFiles = 0;
  	nTotal = 0;
  
  	if (Q_stricmp(path, "$modlist") == 0) {
  		return FS_GetModList(listbuf, bufsize);
  	}
  
  	pFiles = FS_ListFiles(path, extension, &nFiles);
  
  	for (i =0; i < nFiles; i++) {
  		nLen = strlen(pFiles[i]) + 1;
  		if (nTotal + nLen + 1 < bufsize) {
  			strcpy(listbuf, pFiles[i]);
  			listbuf += nLen;
  			nTotal += nLen;
  		}
  		else {
  			nFiles = i;
  			break;
  		}
  	}
  
  	FS_FreeFileList(pFiles);
  
  	return nFiles;
  }
  
  /*
  =======================
  Sys_ConcatenateFileLists
  
  mkv: Naive implementation. Concatenates three lists into a
       new list, and frees the old lists from the heap.
  bk001129 - from cvs1.17 (mkv)
  
  FIXME TTimo those two should move to common.c next to Sys_ListFiles
  =======================
   */
  static unsigned int Sys_CountFileList(char **list)
  {
  	int i = 0;
  
  	if (list)
  	{
  		while (*list)
  		{
  			list++;
  			i++;
  		}
  	}
  	return i;
  }
  
  static char** Sys_ConcatenateFileLists( char **list0, char **list1 )
  {
  	int totalLength = 0;
  	char** cat = NULL, **dst, **src;
  
  	totalLength += Sys_CountFileList(list0);
  	totalLength += Sys_CountFileList(list1);
  
  	/* Create new list. */
  	dst = cat = Z_Malloc( ( totalLength + 1 ) * sizeof( char* ) );
  
  	/* Copy over lists. */
  	if (list0)
  	{
  		for (src = list0; *src; src++, dst++)
  			*dst = *src;
  	}
  	if (list1)
  	{
  		for (src = list1; *src; src++, dst++)
  			*dst = *src;
  	}
  
  	// Terminate the list
  	*dst = NULL;
  
  	// Free our old lists.
  	// NOTE: not freeing their content, it's been merged in dst and still being used
  	if (list0) Z_Free( list0 );
  	if (list1) Z_Free( list1 );
  
  	return cat;
  }
  
  /*
  ================
  FS_GetModDescription
  ================
  */
  void FS_GetModDescription( const char *modDir, char *description, int descriptionLen ) {
  	fileHandle_t	descHandle;
  	char			descPath[MAX_INSTALL_PATH];
  	int				nDescLen;
  	FILE			*file;
  
  	Com_sprintf( descPath, sizeof ( descPath ), "%s/description.txt", modDir );
  	nDescLen = FS_SV_FOpenFileRead( descPath, &descHandle );
  
  	if ( nDescLen > 0 && descHandle ) {
  		file = FS_FileForHandle(descHandle);
  		Com_Memset( description, 0, descriptionLen );
  		nDescLen = fread(description, 1, descriptionLen, file);
  		if (nDescLen >= 0) {
  			description[nDescLen] = '\0';
  		}
  		FS_FCloseFile(descHandle);
  	} else {
  		Q_strncpyz( description, modDir, descriptionLen );
  	}
  }
  
  /*
  ================
  FS_GetModList
  
  Returns a list of mod directory names
  A mod directory is a peer to baseq3 with a pk3 or pk3dir in it
  ================
  */
  int	FS_GetModList( char *listbuf, int bufsize ) {
  	int nMods, i, j, k, nTotal, nLen, nPaks, nDirs, nPakDirs, nPotential, nDescLen;
  	char **pFiles = NULL;
  	char **pPaks = NULL;
  	char **pDirs = NULL;
  	char *name, *path;
  	char description[MAX_INSTALL_PATH];
  
  	int dummy;
  	char **pFiles0 = NULL;
  	qboolean bDrop = qfalse;
  
  	// paths to search for mods
  	const char * const paths[] = { fs_basepath->string, fs_homepath->string, fs_steampath->string, fs_gogpath->string, fs_temporarypath->string };
  
  	*listbuf = 0;
  	nMods = nTotal = 0;
  
  	// iterate through paths and get list of potential mods
  	for (i = 0; i < ARRAY_LEN(paths); i++) {
  		pFiles0 = Sys_ListFiles(paths[i], NULL, NULL, &dummy, qtrue);
  		// Sys_ConcatenateFileLists frees the lists so Sys_FreeFileList isn't required
  		pFiles = Sys_ConcatenateFileLists(pFiles, pFiles0);
  	}
  
  	nPotential = Sys_CountFileList(pFiles);
  
  	for (i = 0; i < nPotential; i++) {
  		name = pFiles[i];
  		// NOTE: cleaner would involve more changes
  		// ignore duplicate mod directories
  		if (i != 0) {
  			bDrop = qfalse;
  			for (j = 0; j < i; j++) {
  				if (Q_stricmp(pFiles[j], name) == 0) {
  					// this one can be dropped
  					bDrop = qtrue;
  					break;
  				}
  			}
  		}
  		// we also drop "baseq3" "." and ".."
  		if (bDrop || Q_stricmp(name, com_basegame->string) == 0 || Q_stricmpn(name, ".", 1) == 0) {
  			continue;
  		}
  
  		// in order to be a valid mod the directory must contain at least one .pk3 or .pk3dir
  		// we didn't keep the information when we merged the directory names, as to what OS Path it was found under
  		// so we will try each of them here
  		for (j = 0; j < ARRAY_LEN(paths); j++) {
  			path = FS_BuildOSPath(paths[j], name, "");
  			nPaks = nDirs = nPakDirs = 0;
  			pPaks = Sys_ListFiles(path, ".pk3", NULL, &nPaks, qfalse);
  			pDirs = Sys_ListFiles(path, "/", NULL, &nDirs, qfalse);
  			for (k = 0; k < nDirs; k++) {
  				// we only want to count directories ending with ".pk3dir"
  				if (FS_IsExt(pDirs[k], ".pk3dir", strlen(pDirs[k]))) {
  					nPakDirs++;
  				}
  			}
  			// we only use Sys_ListFiles to check whether files are present
  			Sys_FreeFileList(pPaks);
  			Sys_FreeFileList(pDirs);
  
  			if (nPaks > 0 || nPakDirs > 0) {
  				break;
  			}
  		}
  
  		if (nPaks > 0 || nPakDirs > 0) {
  			nLen = strlen(name) + 1;
  			// nLen is the length of the mod path
  			// we need to see if there is a description available
  			FS_GetModDescription(name, description, sizeof(description));
  			nDescLen = strlen(description) + 1;
  
  			if (nTotal + nLen + 1 + nDescLen + 1 < bufsize) {
  				strcpy(listbuf, name);
  				listbuf += nLen;
  				strcpy(listbuf, description);
  				listbuf += nDescLen;
  				nTotal += nLen + nDescLen;
  				nMods++;
  			} else {
  				break;
  			}
  		}
  	}
  	Sys_FreeFileList( pFiles );
  
  	return nMods;
  }
  
  
  
  
  //============================================================================
  
  /*
  ================
  FS_Dir_f
  ================
  */
  void FS_Dir_f( void ) {
  	char	*path;
  	char	*extension;
  	char	**dirnames;
  	int		ndirs;
  	int		i;
  
  	if ( Cmd_Argc() < 2 || Cmd_Argc() > 3 ) {
  		Com_Printf( "usage: dir <directory> [extension]\n" );
  		return;
  	}
  
  	if ( Cmd_Argc() == 2 ) {
  		path = Cmd_Argv( 1 );
  		extension = "";
  	} else {
  		path = Cmd_Argv( 1 );
  		extension = Cmd_Argv( 2 );
  	}
  
  	Com_Printf( "Directory of %s %s\n", path, extension );
  	Com_Printf( "---------------\n" );
  
  	dirnames = FS_ListFiles( path, extension, &ndirs );
  
  	for ( i = 0; i < ndirs; i++ ) {
  		Com_Printf( "%s\n", dirnames[i] );
  	}
  	FS_FreeFileList( dirnames );
  }
  
  /*
  ===========
  FS_ConvertPath
  ===========
  */
  void FS_ConvertPath( char *s ) {
  	while (*s) {
  		if ( *s == '\\' || *s == ':' ) {
  			*s = '/';
  		}
  		s++;
  	}
  }
  
  /*
  ===========
  FS_PathCmp
  
  Ignore case and seprator char distinctions
  ===========
  */
  int FS_PathCmp( const char *s1, const char *s2 ) {
  	int		c1, c2;
  
  	do {
  		c1 = *s1++;
  		c2 = *s2++;
  
  		if (c1 >= 'a' && c1 <= 'z') {
  			c1 -= ('a' - 'A');
  		}
  		if (c2 >= 'a' && c2 <= 'z') {
  			c2 -= ('a' - 'A');
  		}
  
  		if ( c1 == '\\' || c1 == ':' ) {
  			c1 = '/';
  		}
  		if ( c2 == '\\' || c2 == ':' ) {
  			c2 = '/';
  		}
  		
  		if (c1 < c2) {
  			return -1;		// strings not equal
  		}
  		if (c1 > c2) {
  			return 1;
  		}
  	} while (c1);
  	
  	return 0;		// strings are equal
  }
  
  /*
  ================
  FS_SortFileList
  ================
  */
  void FS_SortFileList(char **filelist, int numfiles) {
  	int i, j, k, numsortedfiles;
  	char **sortedlist;
  
  	sortedlist = Z_Malloc( ( numfiles + 1 ) * sizeof( *sortedlist ) );
  	sortedlist[0] = NULL;
  	numsortedfiles = 0;
  	for (i = 0; i < numfiles; i++) {
  		for (j = 0; j < numsortedfiles; j++) {
  			if (FS_PathCmp(filelist[i], sortedlist[j]) < 0) {
  				break;
  			}
  		}
  		for (k = numsortedfiles; k > j; k--) {
  			sortedlist[k] = sortedlist[k-1];
  		}
  		sortedlist[j] = filelist[i];
  		numsortedfiles++;
  	}
  	Com_Memcpy(filelist, sortedlist, numfiles * sizeof( *filelist ) );
  	Z_Free(sortedlist);
  }
  
  /*
  ================
  FS_NewDir_f
  ================
  */
  void FS_NewDir_f( void ) {
  	char	*filter;
  	char	**dirnames;
  	int		ndirs;
  	int		i;
  
  	if ( Cmd_Argc() < 2 ) {
  		Com_Printf( "usage: fdir <filter>\n" );
  		Com_Printf( "example: fdir *q3dm*.bsp\n");
  		return;
  	}
  
  	filter = Cmd_Argv( 1 );
  
  	Com_Printf( "---------------\n" );
  
  	dirnames = FS_ListFilteredFiles( "", "", filter, &ndirs, qfalse );
  
  	FS_SortFileList(dirnames, ndirs);
  
  	for ( i = 0; i < ndirs; i++ ) {
  		FS_ConvertPath(dirnames[i]);
  		Com_Printf( "%s\n", dirnames[i] );
  	}
  	Com_Printf( "%d files listed\n", ndirs );
  	FS_FreeFileList( dirnames );
  }
  
  /*
  ============
  FS_Path_f
  
  ============
  */
  void FS_Path_f( void ) {
  	searchpath_t	*s;
  	int				i;
  
  	Com_Printf ("We are looking in the current search path:\n");
  	for (s = fs_searchpaths; s; s = s->next) {
  		if (s->pack) {
  			Com_Printf ("%s (%i files)\n", s->pack->pakFilename, s->pack->numfiles);
  			if ( fs_numServerPaks ) {
  				if ( !FS_PakIsPure(s->pack) ) {
  					Com_Printf( "    not on the pure list\n" );
  				} else {
  					Com_Printf( "    on the pure list\n" );
  				}
  			}
  		} else {
  			Com_Printf ("%s%c%s\n", s->dir->path, PATH_SEP, s->dir->gamedir );
  		}
  	}
  
  
  	Com_Printf( "\n" );
  	for ( i = 1 ; i < MAX_FILE_HANDLES ; i++ ) {
  		if ( fsh[i].handleFiles.file.o ) {
  			Com_Printf( "handle %i: %s\n", i, fsh[i].name );
  		}
  	}
  }
  
  /*
  ============
  FS_TouchFile_f
  ============
  */
  void FS_TouchFile_f( void ) {
  	fileHandle_t	f;
  
  	if ( Cmd_Argc() != 2 ) {
  		Com_Printf( "Usage: touchFile <file>\n" );
  		return;
  	}
  
  	FS_FOpenFileRead( Cmd_Argv( 1 ), &f, qfalse );
  	if ( f ) {
  		FS_FCloseFile( f );
  	}
  }
  
  /*
  ============
  FS_Which
  ============
  */
  
  qboolean FS_Which(const char *filename, void *searchPath)
  {
  	searchpath_t *search = searchPath;
  
  	if(FS_FOpenFileReadDir(filename, search, NULL, qfalse, qfalse) > 0)
  	{
  		if(search->pack)
  		{
  			Com_Printf("File \"%s\" found in \"%s\"\n", filename, search->pack->pakFilename);
  			return qtrue;
  		}
  		else if(search->dir)
  		{
  			Com_Printf( "File \"%s\" found at \"%s\"\n", filename, search->dir->fullpath);
  			return qtrue;
  		}
  	}
  
  	return qfalse;
  }
  
  /*
  ============
  FS_Which_f
  ============
  */
  void FS_Which_f( void ) {
  	searchpath_t	*search;
  	char		*filename;
  
  	filename = Cmd_Argv(1);
  
  	if ( !filename[0] ) {
  		Com_Printf( "Usage: which <file>\n" );
  		return;
  	}
  
  	// qpaths are not supposed to have a leading slash
  	if ( filename[0] == '/' || filename[0] == '\\' ) {
  		filename++;
  	}
  
  	// just wants to see if file is there
  	for(search = fs_searchpaths; search; search = search->next)
  	{
  		if(FS_Which(filename, search))
  			return;
  	}
  
  	Com_Printf("File not found: \"%s\"\n", filename);
  }
  
  
  //===========================================================================
  
  
  static int QDECL paksort( const void *a, const void *b ) {
  	char	*aa, *bb;
  
  	aa = *(char **)a;
  	bb = *(char **)b;
  
  	return FS_PathCmp( aa, bb );
  }
  
  /*
  ================
  FS_AddGameDirectory
  
  Sets fs_gamedir, adds the directory to the head of the path,
  then loads the zip headers
  ================
  */
  void FS_AddGameDirectory( const char *path, const char *dir ) {
  	searchpath_t	*sp;
  	searchpath_t	*search;
  	pack_t			*pak;
  	char			curpath[MAX_INSTALL_PATH + 1], *pakfile;
  	int				numfiles;
  	char			**pakfiles;
  	int				pakfilesi;
  	char			**pakfilestmp;
  	int				numdirs;
  	char			**pakdirs;
  	int				pakdirsi;
  	char			**pakdirstmp;
  
  	int				pakwhich;
  	int				len;
  
  	// Unique
  	for ( sp = fs_searchpaths ; sp ; sp = sp->next ) {
  		if ( sp->dir && !Q_stricmp(sp->dir->path, path) && !Q_stricmp(sp->dir->gamedir, dir)) {
  			return;			// we've already got this one
  		}
  	}
  
  	Q_strncpyz( fs_gamedir, dir, sizeof( fs_gamedir ) );
  
  	// find all pak files in this directory
  	Q_strncpyz(curpath, FS_BuildOSPath(path, dir, ""), sizeof(curpath));
  	curpath[strlen(curpath) - 1] = '\0';	// strip the trailing slash
  
  	// Get .pk3 files
  	pakfiles = Sys_ListFiles(curpath, ".pk3", NULL, &numfiles, qfalse);
  
  	qsort( pakfiles, numfiles, sizeof(char*), paksort );
  
  	if ( fs_numServerPaks ) {
  		numdirs = 0;
  		pakdirs = NULL;
  	} else {
  		// Get top level directories (we'll filter them later since the Sys_ListFiles filtering is terrible)
  		pakdirs = Sys_ListFiles(curpath, "/", NULL, &numdirs, qfalse);
  
  		qsort( pakdirs, numdirs, sizeof(char *), paksort );
  	}
  
  	pakfilesi = 0;
  	pakdirsi = 0;
  
  	while((pakfilesi < numfiles) || (pakdirsi < numdirs))
  	{
  		// Check if a pakfile or pakdir comes next
  		if (pakfilesi >= numfiles) {
  			// We've used all the pakfiles, it must be a pakdir.
  			pakwhich = 0;
  		}
  		else if (pakdirsi >= numdirs) {
  			// We've used all the pakdirs, it must be a pakfile.
  			pakwhich = 1;
  		}
  		else {
  			// Could be either, compare to see which name comes first
  			// Need tmp variables for appropriate indirection for paksort()
  			pakfilestmp = &pakfiles[pakfilesi];
  			pakdirstmp = &pakdirs[pakdirsi];
  			pakwhich = (paksort(pakfilestmp, pakdirstmp) < 0);
  		}
  
  		if (pakwhich) {
  			// The next .pk3 file is before the next .pk3dir
  			pakfile = FS_BuildOSPath(path, dir, pakfiles[pakfilesi]);
  			if ((pak = FS_LoadZipFile(pakfile, pakfiles[pakfilesi])) == 0) {
  				// This isn't a .pk3! Next!
  				pakfilesi++;
  				continue;
  			}
  
  			Q_strncpyz(pak->pakPathname, curpath, sizeof(pak->pakPathname));
  			// store the game name for downloading
  			Q_strncpyz(pak->pakGamename, dir, sizeof(pak->pakGamename));
  
  			fs_packFiles += pak->numfiles;
  
  			search = Z_Malloc(sizeof(searchpath_t));
  			search->pack = pak;
  			search->next = fs_searchpaths;
  			fs_searchpaths = search;
  
  			pakfilesi++;
  		}
  		else {
  			// The next .pk3dir is before the next .pk3 file
  			// But wait, this could be any directory, we're filtering to only ending with ".pk3dir" here.
  			len = strlen(pakdirs[pakdirsi]);
  			if (!FS_IsExt(pakdirs[pakdirsi], ".pk3dir", len)) {
  				// This isn't a .pk3dir! Next!
  				pakdirsi++;
  				continue;
  			}
  
  			pakfile = FS_BuildOSPath(path, dir, pakdirs[pakdirsi]);
  
  			// add the directory to the search path
  			search = Z_Malloc(sizeof(searchpath_t));
  			search->dir = Z_Malloc(sizeof(*search->dir));
  
  			Q_strncpyz(search->dir->path, curpath, sizeof(search->dir->path));	// c:\quake3\baseq3
  			Q_strncpyz(search->dir->fullpath, pakfile, sizeof(search->dir->fullpath));	// c:\quake3\baseq3\mypak.pk3dir
  			Q_strncpyz(search->dir->gamedir, pakdirs[pakdirsi], sizeof(search->dir->gamedir)); // mypak.pk3dir
  
  			search->next = fs_searchpaths;
  			fs_searchpaths = search;
  
  			pakdirsi++;
  		}
  	}
  
  	// done
  	Sys_FreeFileList( pakfiles );
  	Sys_FreeFileList( pakdirs );
  
  	//
  	// add the directory to the search path
  	//
  	search = Z_Malloc (sizeof(searchpath_t));
  	search->dir = Z_Malloc( sizeof( *search->dir ) );
  
  	Q_strncpyz(search->dir->path, path, sizeof(search->dir->path));
  	Q_strncpyz(search->dir->fullpath, curpath, sizeof(search->dir->fullpath));
  	Q_strncpyz(search->dir->gamedir, dir, sizeof(search->dir->gamedir));
  
  	search->next = fs_searchpaths;
  	fs_searchpaths = search;
  }
  
  /*
  ================
  FS_idPak
  ================
  */
  qboolean FS_idPak(char *pak, char *base, int numPaks)
  {
  	int i;
  
  	for (i = 0; i < NUM_ID_PAKS; i++) {
  		if ( !FS_FilenameCompare(pak, va("%s/pak%d", base, i)) ) {
  			break;
  		}
  	}
  	if (i < numPaks) {
  		return qtrue;
  	}
  	return qfalse;
  }
  
  /*
  ================
  FS_CheckDirTraversal
  
  Check whether the string contains stuff like "../" to prevent directory traversal bugs
  and return qtrue if it does.
  ================
  */
  
  qboolean FS_CheckDirTraversal(const char *checkdir)
  {
  	if(strstr(checkdir, "../") || strstr(checkdir, "..\\"))
  		return qtrue;
  	
  	return qfalse;
  }
  
  /*
  ================
  FS_ComparePaks
  
  ----------------
  dlstring == qtrue
  
  Returns a list of pak files that we should download from the server. They all get stored
  in the current gamedir and an FS_Restart will be fired up after we download them all.
  
  The string is the format:
  
  @remotename@localname [repeat]
  
  static int		fs_numServerReferencedPaks;
  static int		fs_serverReferencedPaks[MAX_SEARCH_PATHS];
  static char		*fs_serverReferencedPakNames[MAX_SEARCH_PATHS];
  
  ----------------
  dlstring == qfalse
  
  we are not interested in a download string format, we want something human-readable
  (this is used for diagnostics while connecting to a pure server)
  
  ================
  */
  qboolean FS_ComparePaks( char *neededpaks, int len, qboolean dlstring ) {
  	searchpath_t	*sp;
  	qboolean havepak;
  	char *origpos = neededpaks;
  	int i;
  
  	if (!fs_numServerReferencedPaks)
  		return qfalse; // Server didn't send any pack information along
  
  	*neededpaks = 0;
  
  	for ( i = 0 ; i < fs_numServerReferencedPaks ; i++ )
  	{
  		// Ok, see if we have this pak file
  		havepak = qfalse;
  
  		// never autodownload any of the id paks
  		if(FS_idPak(fs_serverReferencedPakNames[i], BASEGAME, NUM_ID_PAKS)
  #ifndef STANDALONE
  				|| FS_idPak(fs_serverReferencedPakNames[i], BASETA, NUM_TA_PAKS)
  #endif
  			)
  		{
  			continue;
  		}
  
  		// Make sure the server cannot make us write to non-quake3 directories.
  		if(FS_CheckDirTraversal(fs_serverReferencedPakNames[i]))
  		{
  			Com_Printf("WARNING: Invalid download name %s\n", fs_serverReferencedPakNames[i]);
  			continue;
  		}
  
  		for ( sp = fs_searchpaths ; sp ; sp = sp->next ) {
  			if ( sp->pack && sp->pack->checksum == fs_serverReferencedPaks[i] ) {
  				havepak = qtrue; // This is it!
  				break;
  			}
  		}
  
  		if ( !havepak && fs_serverReferencedPakNames[i] && *fs_serverReferencedPakNames[i] ) { 
  			// Don't got it
  
  			if (dlstring)
  			{
  				// We need this to make sure we won't hit the end of the buffer or the server could
  				// overwrite non-pk3 files on clients by writing so much crap into neededpaks that
  				// Q_strcat cuts off the .pk3 extension.
  
  				origpos += strlen(origpos);
  
  				// Remote name
  				Q_strcat( neededpaks, len, "@");
  				Q_strcat( neededpaks, len, fs_serverReferencedPakNames[i] );
  				Q_strcat( neededpaks, len, ".pk3" );
  
  				// Local name
  				Q_strcat( neededpaks, len, "@");
  				// Do we have one with the same name?
  				if ( FS_SV_FileExists( va( "%s.pk3", fs_serverReferencedPakNames[i] ) ) )
  				{
  					char st[MAX_ZPATH];
  					// We already have one called this, we need to download it to another name
  					// Make something up with the checksum in it
  					Com_sprintf( st, sizeof( st ), "%s.%08x.pk3", fs_serverReferencedPakNames[i], fs_serverReferencedPaks[i] );
  					Q_strcat( neededpaks, len, st );
  				}
  				else
  				{
  					Q_strcat( neededpaks, len, fs_serverReferencedPakNames[i] );
  					Q_strcat( neededpaks, len, ".pk3" );
  				}
  
  				// Find out whether it might have overflowed the buffer and don't add this file to the
  				// list if that is the case.
  				if(strlen(origpos) + (origpos - neededpaks) >= len - 1)
  				{
  					*origpos = '\0';
  					break;
  				}
  			}
  			else
  			{
  				Q_strcat( neededpaks, len, fs_serverReferencedPakNames[i] );
  				Q_strcat( neededpaks, len, ".pk3" );
  				// Do we have one with the same name?
  				if ( FS_SV_FileExists( va( "%s.pk3", fs_serverReferencedPakNames[i] ) ) )
  				{
  					Q_strcat( neededpaks, len, " (local file exists with wrong checksum)");
  				}
  				Q_strcat( neededpaks, len, "\n");
  			}
  		}
  	}
  
  	if ( *neededpaks ) {
  		return qtrue;
  	}
  
  	return qfalse; // We have them all
  }
  
  /*
  ================
  FS_Shutdown
  
  Frees all resources.
  ================
  */
  void FS_Shutdown( qboolean closemfp ) {
  	searchpath_t	*p, *next;
  	int	i;
  
  	for(i = 0; i < MAX_FILE_HANDLES; i++) {
  		if (fsh[i].fileSize) {
  			FS_FCloseFile(i);
  		}
  	}
  
  	// free everything
  	for(p = fs_searchpaths; p; p = next)
  	{
  		next = p->next;
  
  		if(p->pack)
  			FS_FreePak(p->pack);
  		if (p->dir)
  			Z_Free(p->dir);
  
  		Z_Free(p);
  	}
  
  	// any FS_ calls will now be an error until reinitialized
  	fs_searchpaths = NULL;
  
  	Cmd_RemoveCommand( "path" );
  	Cmd_RemoveCommand( "dir" );
  	Cmd_RemoveCommand( "fdir" );
  	Cmd_RemoveCommand( "touchFile" );
  	Cmd_RemoveCommand( "which" );
  
  #ifdef FS_MISSING
  	if (closemfp) {
  		fclose(missingFiles);
  	}
  #endif
  }
  
  #ifndef STANDALONE
  void Com_AppendCDKey( const char *filename );
  void Com_ReadCDKey( const char *filename );
  #endif
  
  /*
  ================
  FS_ReorderPurePaks
  NOTE TTimo: the reordering that happens here is not reflected in the cvars (\cvarlist *pak*)
    this can lead to misleading situations, see https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540
  ================
  */
  static void FS_ReorderPurePaks( void )
  {
  	searchpath_t *s;
  	int i;
  	searchpath_t **p_insert_index, // for linked list reordering
  		**p_previous; // when doing the scan
  
  	fs_reordered = qfalse;
  
  	// only relevant when connected to pure server
  	if ( !fs_numServerPaks )
  		return;
  
  	p_insert_index = &fs_searchpaths; // we insert in order at the beginning of the list
  	for ( i = 0 ; i < fs_numServerPaks ; i++ ) {
  		p_previous = p_insert_index; // track the pointer-to-current-item
  		for (s = *p_insert_index; s; s = s->next) {
  			// the part of the list before p_insert_index has been sorted already
  			if (s->pack && fs_serverPaks[i] == s->pack->checksum) {
  				fs_reordered = qtrue;
  				// move this element to the insert list
  				*p_previous = s->next;
  				s->next = *p_insert_index;
  				*p_insert_index = s;
  				// increment insert list
  				p_insert_index = &s->next;
  				break; // iterate to next server pack
  			}
  			p_previous = &s->next;
  		}
  	}
  }
  
  /*
  ================
  FS_Startup
  ================
  */
  static void FS_Startup( const char *gameName )
  {
  	const char *homePath;
  
  	Com_Printf( "----- FS_Startup -----\n" );
  
  	fs_packFiles = 0;
  
  	fs_debug = Cvar_Get( "fs_debug", "0", 0 );
  	fs_basepath = Cvar_Get ("fs_basepath", Sys_DefaultInstallPath(), CVAR_INIT|CVAR_PROTECTED );
  	fs_basegame = Cvar_Get ("fs_basegame", "", CVAR_INIT );
  	homePath = Sys_DefaultHomePath();
  	if (!homePath || !homePath[0]) {
  		homePath = fs_basepath->string;
  	}
  	fs_homepath = Cvar_Get ("fs_homepath", homePath, CVAR_INIT|CVAR_PROTECTED );
  	fs_gamedirvar = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO );
  
  	// add search path elements in reverse priority order
  	fs_gogpath = Cvar_Get ("fs_gogpath", Sys_GogPath(), CVAR_INIT|CVAR_PROTECTED );
  	if (fs_gogpath->string[0]) {
  		FS_AddGameDirectory( fs_gogpath->string, gameName );
  	}
  	fs_temporarypath = Cvar_Get ("fs_temporarypath", fs_homepath->string, CVAR_INIT|CVAR_PROTECTED );
  	if (fs_temporarypath->string[0]) {
  		FS_AddGameDirectory( fs_temporarypath->string, gameName );
  	}
  
  	// add search path elements in reverse priority order
  	fs_steampath = Cvar_Get ("fs_steampath", Sys_SteamPath(), CVAR_INIT|CVAR_PROTECTED );
  	if (fs_steampath->string[0]) {
  		FS_AddGameDirectory( fs_steampath->string, gameName );
  	}
  	if (fs_basepath->string[0]) {
  		FS_AddGameDirectory( fs_basepath->string, gameName );
  	}
  	// fs_homepath is somewhat particular to *nix systems, only add if relevant
  
  #ifdef __APPLE__
  	fs_apppath = Cvar_Get ("fs_apppath", Sys_DefaultAppPath(), CVAR_INIT|CVAR_PROTECTED );
  	// Make MacOSX also include the base path included with the .app bundle
  	if (fs_apppath->string[0])
  		FS_AddGameDirectory(fs_apppath->string, gameName);
  #endif
  
  	// NOTE: same filtering below for mods and basegame
  	if (fs_homepath->string[0] && Q_stricmp(fs_homepath->string,fs_basepath->string)) {
  		FS_CreatePath ( fs_homepath->string );
  		FS_AddGameDirectory ( fs_homepath->string, gameName );
  	}
  
  	// check for additional base game so mods can be based upon other mods
  	if ( fs_basegame->string[0] && Q_stricmp( fs_basegame->string, gameName ) ) {
  		if (fs_gogpath->string[0]) {
  			FS_AddGameDirectory(fs_gogpath->string, fs_basegame->string);
  		}
  		if (fs_steampath->string[0]) {
  			FS_AddGameDirectory(fs_steampath->string, fs_basegame->string);
  		}
  		if (fs_basepath->string[0]) {
  			FS_AddGameDirectory(fs_basepath->string, fs_basegame->string);
  		}
  		if (fs_homepath->string[0] && Q_stricmp(fs_homepath->string,fs_basepath->string)) {
  			FS_AddGameDirectory(fs_homepath->string, fs_basegame->string);
  		}
  	}
  
  	// check for additional game folder for mods
  	if ( fs_gamedirvar->string[0] && Q_stricmp( fs_gamedirvar->string, gameName ) ) {
  		if (fs_gogpath->string[0]) {
  			FS_AddGameDirectory(fs_gogpath->string, fs_gamedirvar->string);
  		}
  		if (fs_steampath->string[0]) {
  			FS_AddGameDirectory(fs_steampath->string, fs_gamedirvar->string);
  		}
  		if (fs_basepath->string[0]) {
  			FS_AddGameDirectory(fs_basepath->string, fs_gamedirvar->string);
  		}
  		if (fs_homepath->string[0] && Q_stricmp(fs_homepath->string,fs_basepath->string)) {
  			FS_AddGameDirectory(fs_homepath->string, fs_gamedirvar->string);
  		}
  	}
  
  #ifndef STANDALONE
  	if(!com_standalone->integer)
  	{
  		cvar_t	*fs;
  
  		Com_ReadCDKey(BASEGAME);
  		fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO );
  		if (fs && fs->string[0] != 0) {
  			Com_AppendCDKey( fs->string );
  		}
  	}
  #endif
  
  	// add our commands
  	Cmd_AddCommand ("path", FS_Path_f);
  	Cmd_AddCommand ("dir", FS_Dir_f );
  	Cmd_AddCommand ("fdir", FS_NewDir_f );
  	Cmd_AddCommand ("touchFile", FS_TouchFile_f );
  	Cmd_AddCommand ("which", FS_Which_f );
  
  	// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=506
  	// reorder the pure pk3 files according to server order
  	FS_ReorderPurePaks();
  
  	// print the current search paths
  	FS_Path_f();
  
  	fs_gamedirvar->modified = qfalse; // We just loaded, it's not modified
  
  	Com_Printf( "----------------------\n" );
  
  #ifdef FS_MISSING
  	if (missingFiles == NULL) {
  		missingFiles = Sys_FOpen( "\\missing.txt", "ab" );
  	}
  #endif
  	Com_Printf( "%d files in pk3 files\n", fs_packFiles );
  }
  
  #ifndef STANDALONE
  /*
  ===================
  FS_CheckPak0
  
  Check whether any of the original id pak files is present,
  and start up in standalone mode, if there are none and a
  different com_basegame was set.
  Note: If you're building a game that doesn't depend on the
  Q3 media pak0.pk3, you'll want to remove this by defining
  STANDALONE in q_shared.h
  ===================
  */
  static void FS_CheckPak0( void )
  {
  	searchpath_t	*path;
  	pack_t		*curpack;
  	qboolean founddemo = qfalse;
  	unsigned int foundPak = 0, foundTA = 0;
  
  	for( path = fs_searchpaths; path; path = path->next )
  	{
  		const char* pakBasename = path->pack->pakBasename;
  
  		if(!path->pack)
  			continue;
  
  		curpack = path->pack;
  
  		if(!Q_stricmpn( curpack->pakGamename, "demoq3", MAX_INSTALL_PATH )
  				&& !Q_stricmpn( pakBasename, "pak0", MAX_INSTALL_PATH ))
  		{
  			if(curpack->checksum == DEMO_PAK0_CHECKSUM)
  				founddemo = qtrue;
  		}
  
  		else if(!Q_stricmpn( curpack->pakGamename, BASEGAME, MAX_INSTALL_PATH )
  				&& strlen(pakBasename) == 4 && !Q_stricmpn( pakBasename, "pak", 3 )
  				&& pakBasename[3] >= '0' && pakBasename[3] <= '0' + NUM_ID_PAKS - 1)
  		{
  			if( curpack->checksum != pak_checksums[pakBasename[3]-'0'] )
  			{
  				if(pakBasename[3] == '0')
  				{
  					Com_Printf("\n\n"
  							"**************************************************\n"
  							"WARNING: " BASEGAME "/pak0.pk3 is present but its checksum (%u)\n"
  							"is not correct. Please re-copy pak0.pk3 from your\n"
  							"legitimate Q3 CDROM.\n"
  							"**************************************************\n\n\n",
  							curpack->checksum );
  				}
  				else
  				{
  					Com_Printf("\n\n"
  							"**************************************************\n"
  							"WARNING: " BASEGAME "/pak%d.pk3 is present but its checksum (%u)\n"
  							"is not correct. Please re-install the point release\n"
  							"**************************************************\n\n\n",
  							pakBasename[3]-'0', curpack->checksum );
  				}
  			}
  
  			foundPak |= 1<<(pakBasename[3]-'0');
  		}
  		else if(!Q_stricmpn(curpack->pakGamename, BASETA, MAX_INSTALL_PATH)
  				&& strlen(pakBasename) == 4 && !Q_stricmpn(pakBasename, "pak", 3)
  				&& pakBasename[3] >= '0' && pakBasename[3] <= '0' + NUM_TA_PAKS - 1)
  
  		{
  			if(curpack->checksum != missionpak_checksums[pakBasename[3]-'0'])
  			{
  				Com_Printf("\n\n"
  						"**************************************************\n"
  						"WARNING: " BASETA "/pak%d.pk3 is present but its checksum (%u)\n"
  						"is not correct. Please re-install Team Arena\n"
  						"**************************************************\n\n\n",
  						pakBasename[3]-'0', curpack->checksum );				
  			}
  
  			foundTA |= 1 << (pakBasename[3]-'0');
  		}
  		else
  		{
  			int index;
  
  			// Finally check whether this pak's checksum is listed because the user tried
  			// to trick us by renaming the file, and set foundPak's highest bit to indicate this case.
  
  			for(index = 0; index < ARRAY_LEN(pak_checksums); index++)
  			{
  				if(curpack->checksum == pak_checksums[index])
  				{
  					Com_Printf("\n\n"
  							"**************************************************\n"
  							"WARNING: %s is renamed pak file %s%cpak%d.pk3\n"
  							"Running in standalone mode won't work\n"
  							"Please rename, or remove this file\n"
  							"**************************************************\n\n\n",
  							curpack->pakFilename, BASEGAME, PATH_SEP, index);
  
  
  					foundPak |= 0x80000000;
  				}
  			}
  
  			for(index = 0; index < ARRAY_LEN(missionpak_checksums); index++)
  			{
  				if(curpack->checksum == missionpak_checksums[index])
  				{
  					Com_Printf("\n\n"
  							"**************************************************\n"
  							"WARNING: %s is renamed pak file %s%cpak%d.pk3\n"
  							"Running in standalone mode won't work\n"
  							"Please rename, or remove this file\n"
  							"**************************************************\n\n\n",
  							curpack->pakFilename, BASETA, PATH_SEP, index);
  
  					foundTA |= 0x80000000;
  				}
  			}
  		}
  	}
  
  	if(!foundPak && !foundTA && Q_stricmp(com_basegame->string, BASEGAME))
  	{
  		Cvar_Set("com_standalone", "1");
  	}
  	else
  		Cvar_Set("com_standalone", "0");
  
  	if(!com_standalone->integer)
  	{
  		if(!(foundPak & 0x01))
  		{
  			if(founddemo)
  			{
  				Com_Printf( "\n\n"
  						"**************************************************\n"
  						"WARNING: It looks like you're using pak0.pk3\n"
  						"from the demo. This may work fine, but it is not\n"
  						"guaranteed or supported.\n"
  						"**************************************************\n\n\n" );
  
  				foundPak |= 0x01;
  			}
  		}
  	}
  
  
  	if(!com_standalone->integer && (foundPak & 0x1ff) != 0x1ff)
  	{
  		char errorText[MAX_STRING_CHARS] = "";
  
  		if((foundPak & 0x01) != 0x01)
  		{
  			Q_strcat(errorText, sizeof(errorText),
  					"\"pak0.pk3\" is missing. Please copy it "
  					"from your legitimate Q3 CDROM. ");
  		}
  
  		if((foundPak & 0x1fe) != 0x1fe)
  		{
  			Q_strcat(errorText, sizeof(errorText),
  					"Point Release files are missing. Please "
  					"re-install the 1.32 point release. ");
  		}
  
  		Q_strcat(errorText, sizeof(errorText),
  				va("Also check that your ioq3 executable is in "
  					"the correct place and that every file "
  					"in the \"%s\" directory is present and readable", BASEGAME));
  
  		Com_Error(ERR_FATAL, "%s", errorText);
  	}
  
  	if(!com_standalone->integer && foundTA && (foundTA & 0x0f) != 0x0f)
  	{
  		char errorText[MAX_STRING_CHARS] = "";
  
  		if((foundTA & 0x01) != 0x01)
  		{
  			Com_sprintf(errorText, sizeof(errorText),
  					"\"" BASETA "%cpak0.pk3\" is missing. Please copy it "
  					"from your legitimate Quake 3 Team Arena CDROM. ", PATH_SEP);
  		}
  
  		if((foundTA & 0x0e) != 0x0e)
  		{
  			Q_strcat(errorText, sizeof(errorText),
  					"Team Arena Point Release files are missing. Please "
  					"re-install the latest Team Arena point release.");
  		}
  
  		Com_Error(ERR_FATAL, "%s", errorText);
  	}
  }
  #endif
  
  /*
  =====================
  FS_LoadedPakChecksums
  
  Returns a space separated string containing the checksums of all loaded pk3 files.
  Servers with sv_pure set will get this string and pass it to clients.
  =====================
  */
  const char *FS_LoadedPakChecksums( void ) {
  	static char	info[BIG_INFO_STRING];
  	searchpath_t	*search;
  
  	info[0] = 0;
  
  	for ( search = fs_searchpaths ; search ; search = search->next ) {
  		// is the element a pak file? 
  		if ( !search->pack ) {
  			continue;
  		}
  
  		Q_strcat( info, sizeof( info ), va("%i ", search->pack->checksum ) );
  	}
  
  	return info;
  }
  
  /*
  =====================
  FS_LoadedPakNames
  
  Returns a space separated string containing the names of all loaded pk3 files.
  Servers with sv_pure set will get this string and pass it to clients.
  =====================
  */
  const char *FS_LoadedPakNames( void ) {
  	static char	info[BIG_INFO_STRING];
  	searchpath_t	*search;
  
  	info[0] = 0;
  
  	for ( search = fs_searchpaths ; search ; search = search->next ) {
  		// is the element a pak file?
  		if ( !search->pack ) {
  			continue;
  		}
  
  		if (*info) {
  			Q_strcat(info, sizeof( info ), " " );
  		}
  		Q_strcat( info, sizeof( info ), search->pack->pakBasename );
  	}
  
  	return info;
  }
  
  /*
  =====================
  FS_LoadedPakPureChecksums
  
  Returns a space separated string containing the pure checksums of all loaded pk3 files.
  Servers with sv_pure use these checksums to compare with the checksums the clients send
  back to the server.
  =====================
  */
  const char *FS_LoadedPakPureChecksums( void ) {
  	static char	info[BIG_INFO_STRING];
  	searchpath_t	*search;
  
  	info[0] = 0;
  
  	for ( search = fs_searchpaths ; search ; search = search->next ) {
  		// is the element a pak file? 
  		if ( !search->pack ) {
  			continue;
  		}
  
  		Q_strcat( info, sizeof( info ), va("%i ", search->pack->pure_checksum ) );
  	}
  
  	return info;
  }
  
  /*
  =====================
  FS_ReferencedPakChecksums
  
  Returns a space separated string containing the checksums of all referenced pk3 files.
  The server will send this to the clients so they can check which files should be auto-downloaded. 
  =====================
  */
  const char *FS_ReferencedPakChecksums( void ) {
  	static char	info[BIG_INFO_STRING];
  	searchpath_t *search;
  
  	info[0] = 0;
  
  
  	for ( search = fs_searchpaths ; search ; search = search->next ) {
  		// is the element a pak file?
  		if ( search->pack ) {
  			if (search->pack->referenced || Q_stricmpn(search->pack->pakGamename, com_basegame->string, strlen(com_basegame->string))) {
  				Q_strcat( info, sizeof( info ), va("%i ", search->pack->checksum ) );
  			}
  		}
  	}
  
  	return info;
  }
  
  /*
  =====================
  FS_ReferencedPakPureChecksums
  
  Returns a space separated string containing the pure checksums of all referenced pk3 files.
  Servers with sv_pure set will get this string back from clients for pure validation 
  
  The string has a specific order, "cgame ui @ ref1 ref2 ref3 ..."
  =====================
  */
  const char *FS_ReferencedPakPureChecksums( void ) {
  	static char	info[BIG_INFO_STRING];
  	searchpath_t	*search;
  	int nFlags, numPaks, checksum;
  
  	info[0] = 0;
  
  	checksum = fs_checksumFeed;
  	numPaks = 0;
  	for (nFlags = FS_CGAME_REF; nFlags; nFlags = nFlags >> 1) {
  		if (nFlags & FS_GENERAL_REF) {
  			// add a delimter between must haves and general refs
  			//Q_strcat(info, sizeof(info), "@ ");
  			info[strlen(info)+1] = '\0';
  			info[strlen(info)+2] = '\0';
  			info[strlen(info)] = '@';
  			info[strlen(info)] = ' ';
  		}
  		for ( search = fs_searchpaths ; search ; search = search->next ) {
  			// is the element a pak file and has it been referenced based on flag?
  			if ( search->pack && (search->pack->referenced & nFlags)) {
  				Q_strcat( info, sizeof( info ), va("%i ", search->pack->pure_checksum ) );
  				if (nFlags & (FS_CGAME_REF | FS_UI_REF)) {
  					break;
  				}
  				checksum ^= search->pack->pure_checksum;
  				numPaks++;
  			}
  		}
  	}
  	// last checksum is the encoded number of referenced pk3s
  	checksum ^= numPaks;
  	Q_strcat( info, sizeof( info ), va("%i ", checksum ) );
  
  	return info;
  }
  
  /*
  =====================
  FS_ReferencedPakNames
  
  Returns a space separated string containing the names of all referenced pk3 files.
  The server will send this to the clients so they can check which files should be auto-downloaded. 
  =====================
  */
  const char *FS_ReferencedPakNames( void ) {
  	static char	info[BIG_INFO_STRING];
  	searchpath_t	*search;
  
  	info[0] = 0;
  
  	// we want to return ALL pk3's from the fs_game path
  	// and referenced one's from baseq3
  	for ( search = fs_searchpaths ; search ; search = search->next ) {
  		// is the element a pak file?
  		if ( search->pack ) {
  			if (search->pack->referenced || Q_stricmpn(search->pack->pakGamename, com_basegame->string, strlen(com_basegame->string))) {
  				if (*info) {
  					Q_strcat(info, sizeof( info ), " " );
  				}
  				Q_strcat( info, sizeof( info ), search->pack->pakGamename );
  				Q_strcat( info, sizeof( info ), "/" );
  				Q_strcat( info, sizeof( info ), search->pack->pakBasename );
  			}
  		}
  	}
  
  	return info;
  }
  
  /*
  =====================
  FS_ClearPakReferences
  =====================
  */
  void FS_ClearPakReferences( int flags ) {
  	searchpath_t *search;
  
  	if ( !flags ) {
  		flags = -1;
  	}
  	for ( search = fs_searchpaths; search; search = search->next ) {
  		// is the element a pak file and has it been referenced?
  		if ( search->pack ) {
  			search->pack->referenced &= ~flags;
  		}
  	}
  }
  
  
  /*
  =====================
  FS_PureServerSetLoadedPaks
  
  If the string is empty, all data sources will be allowed.
  If not empty, only pk3 files that match one of the space
  separated checksums will be checked for files, with the
  exception of .cfg and .dat files.
  =====================
  */
  void FS_PureServerSetLoadedPaks( const char *pakSums, const char *pakNames ) {
  	int		i, c, d;
  
  	Cmd_TokenizeString( pakSums );
  
  	c = Cmd_Argc();
  	if ( c > MAX_SEARCH_PATHS ) {
  		c = MAX_SEARCH_PATHS;
  	}
  
  	fs_numServerPaks = c;
  
  	for ( i = 0 ; i < c ; i++ ) {
  		fs_serverPaks[i] = atoi( Cmd_Argv( i ) );
  	}
  
  	if (fs_numServerPaks) {
  		Com_DPrintf( "Connected to a pure server.\n" );
  	}
  	else
  	{
  		if (fs_reordered)
  		{
  			// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540
  			// force a restart to make sure the search order will be correct
  			Com_DPrintf( "FS search reorder is required\n" );
  			FS_Restart(fs_checksumFeed);
  			return;
  		}
  	}
  
  	for ( i = 0 ; i < c ; i++ ) {
  		if (fs_serverPakNames[i]) {
  			Z_Free(fs_serverPakNames[i]);
  		}
  		fs_serverPakNames[i] = NULL;
  	}
  	if ( pakNames && *pakNames ) {
  		Cmd_TokenizeString( pakNames );
  
  		d = Cmd_Argc();
  		if ( d > MAX_SEARCH_PATHS ) {
  			d = MAX_SEARCH_PATHS;
  		}
  
  		for ( i = 0 ; i < d ; i++ ) {
  			fs_serverPakNames[i] = CopyString( Cmd_Argv( i ) );
  		}
  	}
  }
  
  /*
  =====================
  FS_PureServerSetReferencedPaks
  
  The checksums and names of the pk3 files referenced at the server
  are sent to the client and stored here. The client will use these
  checksums to see if any pk3 files need to be auto-downloaded. 
  =====================
  */
  void FS_PureServerSetReferencedPaks( const char *pakSums, const char *pakNames ) {
  	int		i, c, d = 0;
  
  	Cmd_TokenizeString( pakSums );
  
  	c = Cmd_Argc();
  	if ( c > MAX_SEARCH_PATHS ) {
  		c = MAX_SEARCH_PATHS;
  	}
  
  	for ( i = 0 ; i < c ; i++ ) {
  		fs_serverReferencedPaks[i] = atoi( Cmd_Argv( i ) );
  	}
  
  	for (i = 0 ; i < ARRAY_LEN(fs_serverReferencedPakNames); i++)
  	{
  		if(fs_serverReferencedPakNames[i])
  			Z_Free(fs_serverReferencedPakNames[i]);
  
  		fs_serverReferencedPakNames[i] = NULL;
  	}
  
  	if ( pakNames && *pakNames ) {
  		Cmd_TokenizeString( pakNames );
  
  		d = Cmd_Argc();
  
  		if(d > c)
  			d = c;
  
  		for ( i = 0 ; i < d ; i++ ) {
  			fs_serverReferencedPakNames[i] = CopyString( Cmd_Argv( i ) );
  		}
  	}
  
  	// ensure that there are as many checksums as there are pak names.
  	if(d < c)
  		c = d;
  
  	fs_numServerReferencedPaks = c;	
  }
  
  /*
  ================
  FS_InitFilesystem
  
  Called only at inital startup, not when the filesystem
  is resetting due to a game change
  ================
  */
  void FS_InitFilesystem( void ) {
  	// allow command line parms to override our defaults
  	// we have to specially handle this, because normal command
  	// line variable sets don't happen until after the filesystem
  	// has already been initialized
  	Com_StartupVariable("fs_basepath");
  	Com_StartupVariable("fs_homepath");
  	Com_StartupVariable("fs_game");
  
  	if(!FS_FilenameCompare(Cvar_VariableString("fs_game"), com_basegame->string))
  		Cvar_Set("fs_game", "");
  
  	// try to start up normally
  	FS_Startup(com_basegame->string);
  
  #ifndef STANDALONE
  	FS_CheckPak0( );
  #endif
  
  	// if we can't find default.cfg, assume that the paths are
  	// busted and error out now, rather than getting an unreadable
  	// graphics screen when the font fails to load
  	if ( FS_ReadFile( "default.cfg", NULL ) <= 0 ) {
  		Com_Error( ERR_FATAL, "Couldn't load default.cfg" );
  	}
  
  	Q_strncpyz(lastValidBase, fs_basepath->string, sizeof(lastValidBase));
  	Q_strncpyz(lastValidComBaseGame, com_basegame->string, sizeof(lastValidComBaseGame));
  	Q_strncpyz(lastValidFsBaseGame, fs_basegame->string, sizeof(lastValidFsBaseGame));
  	Q_strncpyz(lastValidGame, fs_gamedirvar->string, sizeof(lastValidGame));
  }
  
  
  /*
  ================
  FS_Restart
  ================
  */
  void FS_Restart( int checksumFeed ) {
  	const char *lastGameDir;
  
  	// free anything we currently have loaded
  	FS_Shutdown(qfalse);
  
  	// set the checksum feed
  	fs_checksumFeed = checksumFeed;
  
  	// clear pak references
  	FS_ClearPakReferences(0);
  
  	// try to start up normally
  	FS_Startup(com_basegame->string);
  
  #ifndef STANDALONE
  	FS_CheckPak0( );
  #endif
  
  	// if we can't find default.cfg, assume that the paths are
  	// busted and error out now, rather than getting an unreadable
  	// graphics screen when the font fails to load
  	if ( FS_ReadFile( "default.cfg", NULL ) <= 0 ) {
  		// this might happen when connecting to a pure server not using BASEGAME/pak0.pk3
  		// (for instance a TA demo server)
  		if (lastValidBase[0]) {
  			FS_PureServerSetLoadedPaks("", "");
  			Cvar_Set("fs_basepath", lastValidBase);
  			Cvar_Set("com_basegame", lastValidComBaseGame);
  			Cvar_Set("fs_basegame", lastValidFsBaseGame);
  			Cvar_Set("fs_game", lastValidGame);
  			lastValidBase[0] = '\0';
  			lastValidComBaseGame[0] = '\0';
  			lastValidFsBaseGame[0] = '\0';
  			lastValidGame[0] = '\0';
  			FS_Restart(checksumFeed);
  			Com_Error( ERR_DROP, "Invalid game folder" );
  			return;
  		}
  		Com_Error( ERR_FATAL, "Couldn't load default.cfg" );
  	}
  
  	lastGameDir = ( lastValidGame[0] ) ? lastValidGame : lastValidComBaseGame;
  
  	if ( Q_stricmp( FS_GetCurrentGameDir(), lastGameDir ) ) {
  		Sys_RemovePIDFile( lastGameDir );
  		Sys_InitPIDFile( FS_GetCurrentGameDir() );
  
  		// skip the q3config.cfg if "safe" is on the command line
  		if ( !Com_SafeMode() ) {
  			Cbuf_AddText ("exec " Q3CONFIG_CFG "\n");
  		}
  	}
  
  	Q_strncpyz(lastValidBase, fs_basepath->string, sizeof(lastValidBase));
  	Q_strncpyz(lastValidComBaseGame, com_basegame->string, sizeof(lastValidComBaseGame));
  	Q_strncpyz(lastValidFsBaseGame, fs_basegame->string, sizeof(lastValidFsBaseGame));
  	Q_strncpyz(lastValidGame, fs_gamedirvar->string, sizeof(lastValidGame));
  
  }
  
  /*
  =================
  FS_ConditionalRestart
  
  Restart if necessary
  Return qtrue if restarting due to game directory changed, qfalse otherwise
  =================
  */
  qboolean FS_ConditionalRestart(int checksumFeed, qboolean disconnect)
  {
  	if(fs_gamedirvar->modified)
  	{
  		if(FS_FilenameCompare(lastValidGame, fs_gamedirvar->string) &&
  				(*lastValidGame || FS_FilenameCompare(fs_gamedirvar->string, com_basegame->string)) &&
  				(*fs_gamedirvar->string || FS_FilenameCompare(lastValidGame, com_basegame->string)))
  		{
  			Com_GameRestart(checksumFeed, disconnect);
  			return qtrue;
  		}
  		else
  			fs_gamedirvar->modified = qfalse;
  	}
  
  	if(checksumFeed != fs_checksumFeed)
  		FS_Restart(checksumFeed);
  	else if(fs_numServerPaks && !fs_reordered)
  		FS_ReorderPurePaks();
  
  	return qfalse;
  }
  
  /*
  ========================================================================================
  
  Handle based file calls for virtual machines
  
  ========================================================================================
  */
  
  int		FS_FOpenFileByMode( const char *qpath, fileHandle_t *f, fsMode_t mode ) {
  	int		r;
  	qboolean	sync;
  
  	sync = qfalse;
  
  	switch( mode ) {
  		case FS_READ:
  			r = FS_FOpenFileRead( qpath, f, qtrue );
  			break;
  		case FS_WRITE:
  			*f = FS_FOpenFileWrite( qpath );
  			r = 0;
  			if (*f == 0) {
  				r = -1;
  			}
  			break;
  		case FS_APPEND_SYNC:
  			sync = qtrue;
  		case FS_APPEND:
  			*f = FS_FOpenFileAppend( qpath );
  			r = 0;
  			if (*f == 0) {
  				r = -1;
  			}
  			break;
  		default:
  			Com_Error( ERR_FATAL, "FS_FOpenFileByMode: bad mode" );
  			return -1;
  	}
  
  	if (!f) {
  		return r;
  	}
  
  	if ( *f ) {
  		fsh[*f].fileSize = r;
  	}
  	fsh[*f].handleSync = sync;
  
  	return r;
  }
  
  int		FS_FTell( fileHandle_t f ) {
  	int pos;
  	if (fsh[f].zipFile == qtrue) {
  		pos = unztell(fsh[f].handleFiles.file.z);
  	} else {
  		pos = ftell(fsh[f].handleFiles.file.o);
  	}
  	return pos;
  }
  
  void	FS_Flush( fileHandle_t f ) {
  	fflush(fsh[f].handleFiles.file.o);
  }
  
  void	FS_FilenameCompletion( const char *dir, const char *ext,
  		qboolean stripExt, void(*callback)(const char *s), qboolean allowNonPureFilesOnDisk ) {
  	char	**filenames;
  	int		nfiles;
  	int		i;
  	char	filename[ MAX_STRING_CHARS ];
  
  	filenames = FS_ListFilteredFiles( dir, ext, NULL, &nfiles, allowNonPureFilesOnDisk );
  
  	FS_SortFileList( filenames, nfiles );
  
  	for( i = 0; i < nfiles; i++ ) {
  		FS_ConvertPath( filenames[ i ] );
  		Q_strncpyz( filename, filenames[ i ], MAX_STRING_CHARS );
  
  		if( stripExt ) {
  			COM_StripExtension(filename, filename, sizeof(filename));
  		}
  
  		callback( filename );
  	}
  	FS_FreeFileList( filenames );
  }
  
  const char *FS_GetCurrentGameDir(void)
  {
  	if(fs_gamedirvar->string[0])
  		return fs_gamedirvar->string;
  
  	return com_basegame->string;
  }
  