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authorBobTheBob9 <for.oliver.kirkham@gmail.com>2022-07-12 14:05:02 +0100
committerBobTheBob9 <for.oliver.kirkham@gmail.com>2022-07-12 14:05:02 +0100
commit6ae30c9b15fcc200c7b642016e7adbfdf9b979f4 (patch)
treef645afba242a092e1e920582f37ae396e35b5e06 /NorthstarDLL/misccommands.cpp
parent1068b3daeb95322461e69a2d8f0203309bd22830 (diff)
downloadNorthstarLauncher-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/misccommands.cpp')
-rw-r--r--NorthstarDLL/misccommands.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/NorthstarDLL/misccommands.cpp b/NorthstarDLL/misccommands.cpp
index 55c0a147..dd1b9d65 100644
--- a/NorthstarDLL/misccommands.cpp
+++ b/NorthstarDLL/misccommands.cpp
@@ -21,22 +21,22 @@ void ConCommand_force_newgame(const CCommand& arg)
void ConCommand_ns_start_reauth_and_leave_to_lobby(const CCommand& arg)
{
// hack for special case where we're on a local server, so we erase our own newly created auth data on disconnect
- g_MasterServerManager->m_bNewgameAfterSelfAuth = true;
- g_MasterServerManager->AuthenticateWithOwnServer(R2::g_pLocalPlayerUserID, g_MasterServerManager->m_sOwnClientAuthToken);
+ g_pMasterServerManager->m_bNewgameAfterSelfAuth = true;
+ g_pMasterServerManager->AuthenticateWithOwnServer(R2::g_pLocalPlayerUserID, g_pMasterServerManager->m_sOwnClientAuthToken);
}
void ConCommand_ns_end_reauth_and_leave_to_lobby(const CCommand& arg)
{
R2::Cbuf_AddText(
R2::Cbuf_GetCurrentPlayer(),
- fmt::format("serverfilter {}", g_pServerAuthenticationManager->m_authData.begin()->first).c_str(),
+ fmt::format("serverfilter {}", g_pServerAuthentication->m_RemoteAuthenticationData.begin()->first).c_str(),
R2::cmd_source_t::kCommandSrcCode);
R2::Cbuf_Execute();
// weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this
if (g_pClientSquirrel->sqvm)
{
- g_pServerAuthenticationManager->m_bNeedLocalAuthForNewgame = true;
+ g_pServerAuthentication->m_bNeedLocalAuthForNewgame = true;
// this won't set playlist correctly on remote clients, don't think they can set playlist until they've left which sorta
// fucks things should maybe set this in HostState_NewGame?