try running FTE on a bigendian machine and you'll see if it supports it or not.

If I can't test it then I'm not going to pretend that it works.
Either way, the only mainstream system that really uses bigendian is old ppc macs, and those are slowly dying out.
I am ignoring PS3 consoles with the 'Other OS' option, but Sony also tried killing that too.
Its possible to get bigendian arm chips, but most are in littleendian mode.
Regarding FTE though, Bigfoot occasionally runs FTE on his MorphOS machines, which are bigendian ppc thingies. While its possible that certain extra features are not endian safe, the core featureset is or he would have complained about that by now.
For me, the easiest way to handle endian is to read/write one byte at a time, which is required for misaligned accesses (eg: arm) anyway, thus its silly to be calling LittleLong etc on incoming network data.
Ethernet through to UDP/TCP are all big-endian, yes, thus routers are often bigendian. (Net)Quake's transport layer is also bigendian, but the payload itself is little endian, if I remember correctly. Vanilla QuakeWorld will fail if not also fixed for bigendian (map hashes will kick you), but its protocol is fully little endian.
_vnsprintf on windows does not guarentee null termination. subtracting 1 is about as effective as just overwriting that byte afterwards too, which might give an easier compat path anyway. The return argument is more problematic, assuming you have something like quakeforge's dynamic strings.

Not sure msvc6 even has VA_COPY, but being x86 and fully stack based, its just a pointer or something trivial. I seem to remember having issues on more current chips, but I don't remember if it was arm or amd64 or both, either way VA_COPY is the proper way to fix that stuff (Baker: not an endian issue!).
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