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author | BobTheBob9 <for.oliver.kirkham@gmail.com> | 2022-07-12 14:05:02 +0100 |
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committer | BobTheBob9 <for.oliver.kirkham@gmail.com> | 2022-07-12 14:05:02 +0100 |
commit | 6ae30c9b15fcc200c7b642016e7adbfdf9b979f4 (patch) | |
tree | f645afba242a092e1e920582f37ae396e35b5e06 /NorthstarDLL/clientauthhooks.cpp | |
parent | 1068b3daeb95322461e69a2d8f0203309bd22830 (diff) | |
download | NorthstarLauncher-6ae30c9b15fcc200c7b642016e7adbfdf9b979f4.tar.gz NorthstarLauncher-6ae30c9b15fcc200c7b642016e7adbfdf9b979f4.zip |
move exploit prevention and limits code out of serverauthentication, and have actual defs for CBasePlayer
Diffstat (limited to 'NorthstarDLL/clientauthhooks.cpp')
-rw-r--r-- | NorthstarDLL/clientauthhooks.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/NorthstarDLL/clientauthhooks.cpp b/NorthstarDLL/clientauthhooks.cpp index 2ddee855..3ba66d6f 100644 --- a/NorthstarDLL/clientauthhooks.cpp +++ b/NorthstarDLL/clientauthhooks.cpp @@ -17,12 +17,12 @@ void,, (void* a1)) {
// game will call this forever, until it gets a valid auth key
// so, we need to manually invalidate our key until we're authed with northstar, then we'll allow game to auth with stryder
- if (!g_MasterServerManager->m_bOriginAuthWithMasterServerDone && Cvar_ns_has_agreed_to_send_token->GetInt() != DISAGREED_TO_SEND_TOKEN)
+ if (!g_pMasterServerManager->m_bOriginAuthWithMasterServerDone && Cvar_ns_has_agreed_to_send_token->GetInt() != DISAGREED_TO_SEND_TOKEN)
{
// if player has agreed to send token and we aren't already authing, try to auth
if (Cvar_ns_has_agreed_to_send_token->GetInt() == AGREED_TO_SEND_TOKEN &&
- !g_MasterServerManager->m_bOriginAuthWithMasterServerInProgress)
- g_MasterServerManager->AuthenticateOriginWithMasterServer(R2::g_pLocalPlayerUserID, R2::g_pLocalPlayerOriginToken);
+ !g_pMasterServerManager->m_bOriginAuthWithMasterServerInProgress)
+ g_pMasterServerManager->AuthenticateOriginWithMasterServer(R2::g_pLocalPlayerUserID, R2::g_pLocalPlayerOriginToken);
// invalidate key so auth will fail
*R2::g_pLocalPlayerOriginToken = 0;
|