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GML Script - generate_working_directory()

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Apr 12th, 2019
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  1. if (os_type == os_macosx) {
  2.   var success = false, macos_bname, contents_bname, resources_path;
  3.   macos_bname = filename_name(filename_dir(get_program_directory()));
  4.   contents_bname = filename_name(filename_dir(filename_dir(get_program_directory())));
  5.   resources_path = filename_path(filename_dir(get_program_directory())) + "Resources/";
  6.   if (directory_exists(resources_path) && macos_bname == "MacOS" && contents_bname == "Contents")
  7.   { success = set_working_directory(resources_path); }
  8.   if (!success) success = set_working_directory(get_program_directory());
  9.   if (!success) success = set_working_directory("");
  10.   /* if (success) show_message("Success!"); else show_message("Failure!");
  11.   get_string_async("The current value of get_working_directory() equals:", get_working_directory()); */
  12.   /* ONLY use get_working_directory() for loading included files! When SAVING, use game_save_id */
  13. }
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