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-rw-r--r--NorthstarDLL/engine/hoststate.cpp33
1 files changed, 33 insertions, 0 deletions
diff --git a/NorthstarDLL/engine/hoststate.cpp b/NorthstarDLL/engine/hoststate.cpp
index f2318c78..d474b908 100644
--- a/NorthstarDLL/engine/hoststate.cpp
+++ b/NorthstarDLL/engine/hoststate.cpp
@@ -26,7 +26,12 @@ void ServerStartingOrChangingMap()
// net_data_block_enabled is required for sp, force it if we're on an sp map
// sucks for security but just how it be
if (!strncmp(g_pHostState->m_levelName, "sp_", 3))
+ {
g_pCVar->FindVar("net_data_block_enabled")->SetValue(true);
+ g_pServerAuthentication->m_bStartingLocalSPGame = true;
+ }
+ else
+ g_pServerAuthentication->m_bStartingLocalSPGame = false;
}
// clang-format off
@@ -60,6 +65,34 @@ void, __fastcall, (CHostState* self))
}
// clang-format off
+AUTOHOOK(CHostState__State_LoadGame, engine.dll + 0x16E730,
+void, __fastcall, (CHostState* self))
+// clang-format on
+{
+ // singleplayer server starting
+ // useless in 99% of cases but without it things could potentially break very much
+
+ spdlog::info("HostState: LoadGame");
+
+ Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode);
+ Cbuf_Execute();
+
+ // this is normally done in ServerStartingOrChangingMap(), but seemingly the map name isn't set at this point
+ g_pCVar->FindVar("net_data_block_enabled")->SetValue(true);
+ g_pServerAuthentication->m_bStartingLocalSPGame = true;
+
+ double dStartTime = Tier0::Plat_FloatTime();
+ CHostState__State_LoadGame(self);
+ spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
+
+ // no server presence, can't do it because no map name in hoststate
+ // and also not super important for sp saves really
+
+ g_pServerAuthentication->StartPlayerAuthServer();
+ g_pServerAuthentication->m_bNeedLocalAuthForNewgame = false;
+}
+
+// clang-format off
AUTOHOOK(CHostState__State_ChangeLevelMP, engine.dll + 0x16E520,
void, __fastcall, (CHostState* self))
// clang-format on