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accelerator3d-0.1.1-gentoo-paths.patch
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accelerator3d-0.1.1-gentoo-paths.patch
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--- a/accelerator.py 2006-04-18 21:51:28.000000000 +0200
+++ b/accelerator.py 2006-04-18 22:07:28.000000000 +0200
@@ -72,7 +72,7 @@
# default parameters on it (min/mag filters, wrapping).
def __init__(self,texfile,mipmap = False):
global activeTexture
- filename = os.path.join('gfx',texfile)
+ filename = os.path.join('@GENTOO_DATADIR@',texfile)
image = pygame.image.load(filename)
data = pygame.image.tostring(image,'RGBX')
self.__texref = glGenTextures(1)
@@ -599,8 +599,8 @@
for i in xrange(len(self.__menu[j][0])):
font.addString(self.__menu[j][0][i])
if (soundon):
- self.__browsesound = pygame.mixer.Sound(os.path.join('snd','menu_browse.wav'))
- self.__selectsound = pygame.mixer.Sound(os.path.join('snd','menu_select.wav'))
+ self.__browsesound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','menu_browse.wav'))
+ self.__selectsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','menu_select.wav'))
def doLoop(self):
global elapsed, z_increment, font
@@ -792,19 +792,19 @@
# sound!
if soundon:
- self.__shootsound = pygame.mixer.Sound(os.path.join('snd','shoot.wav'))
- self.__cluonsound = pygame.mixer.Sound(os.path.join('snd','cluon.wav'))
- self.__bogonsound = pygame.mixer.Sound(os.path.join('snd','bogon.wav'))
- self.__shipdeadsound = pygame.mixer.Sound(os.path.join('snd','ship_explode.wav'))
- self.__shocksound = pygame.mixer.Sound(os.path.join('snd','electricshock.wav'))
- self.__thudsound = pygame.mixer.Sound(os.path.join('snd','thud.wav'))
- self.__enginesound = pygame.mixer.Sound(os.path.join('snd','engine.wav'))
- self.__chargesound = pygame.mixer.Sound(os.path.join('snd','neon.wav'))
+ self.__shootsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','shoot.wav'))
+ self.__cluonsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','cluon.wav'))
+ self.__bogonsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','bogon.wav'))
+ self.__shipdeadsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','ship_explode.wav'))
+ self.__shocksound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','electricshock.wav'))
+ self.__thudsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','thud.wav'))
+ self.__enginesound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','engine.wav'))
+ self.__chargesound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','neon.wav'))
self.__chargeplaying = False
- self.__scrapesound = pygame.mixer.Sound(os.path.join('snd','scrape.wav'))
+ self.__scrapesound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','scrape.wav'))
self.__scrapeplaying = False
- self.__slamsound = pygame.mixer.Sound(os.path.join('snd','slam.wav'))
- self.__phlogsound = pygame.mixer.Sound(os.path.join('snd','phlogiston.wav'))
+ self.__slamsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','slam.wav'))
+ self.__phlogsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','phlogiston.wav'))
# reserve channel 0 for bullet sounds
pygame.mixer.set_reserved(2)