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-rw-r--r--NorthstarDLL/hoststate.cpp204
1 files changed, 102 insertions, 102 deletions
diff --git a/NorthstarDLL/hoststate.cpp b/NorthstarDLL/hoststate.cpp
index 9e217a25..287b4625 100644
--- a/NorthstarDLL/hoststate.cpp
+++ b/NorthstarDLL/hoststate.cpp
@@ -1,102 +1,102 @@
-#include "pch.h"
-#include "hoststate.h"
-#include "masterserver.h"
-#include "serverauthentication.h"
-#include "serverpresence.h"
-#include "playlist.h"
-#include "tier0.h"
-#include "r2engine.h"
-
-AUTOHOOK_INIT()
-
-using namespace R2;
-
-// use the R2 namespace for game funcs
-namespace R2
-{
- CHostState* g_pHostState;
-} // namespace R2
-
-ConVar* Cvar_hostport;
-
-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);
-}
-
-AUTOHOOK(CHostState__State_NewGame, engine.dll + 0x16E7D0,
-void,, (CHostState* self))
-{
- spdlog::info("HostState: NewGame");
-
- Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode);
- Cbuf_Execute();
-
- // need to do this to ensure we don't go to private match
- if (g_pServerAuthentication->m_bNeedLocalAuthForNewgame)
- SetCurrentPlaylist("tdm");
-
- ServerStartingOrChangingMap();
-
- double dStartTime = Tier0::Plat_FloatTime();
- CHostState__State_NewGame(self);
- spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
-
- // setup server presence
- g_pServerPresence->CreatePresence();
- g_pServerPresence->SetMap(g_pHostState->m_levelName);
- g_pServerPresence->SetPlaylist(GetCurrentPlaylistName());
- g_pServerPresence->SetPort(Cvar_hostport->GetInt());
-
- g_pServerAuthentication->StartPlayerAuthServer();
- g_pServerAuthentication->m_bNeedLocalAuthForNewgame = false;
-}
-
-AUTOHOOK(CHostState__State_ChangeLevelMP, engine.dll + 0x16E520,
-void,, (CHostState* self))
-{
- spdlog::info("HostState: ChangeLevelMP");
-
- ServerStartingOrChangingMap();
-
- double dStartTime = Tier0::Plat_FloatTime();
- CHostState__State_ChangeLevelMP(self);
- spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
-
- g_pServerPresence->SetMap(g_pHostState->m_levelName);
-}
-
-AUTOHOOK(CHostState__State_GameShutdown, engine.dll + 0x16E520,
-void,, (CHostState* self))
-{
- spdlog::info("HostState: GameShutdown");
-
- g_pServerPresence->DestroyPresence();
- g_pServerAuthentication->StopPlayerAuthServer();
-
- CHostState__State_GameShutdown(self);
-}
-
-AUTOHOOK(CHostState__FrameUpdate, engine.dll + 0x16DB00,
-void, __fastcall, (CHostState* self, double flCurrentTime, float flFrameTime))
-{
- CHostState__FrameUpdate(self, flCurrentTime, flFrameTime);
-
- if (*R2::g_pServerState == R2::server_state_t::ss_active)
- {
- // update server presence
- g_pServerPresence->RunFrame(flCurrentTime);
- }
-
-}
-
-ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, (CModule module))
-{
- AUTOHOOK_DISPATCH()
-
- g_pHostState = module.Offset(0x7CF180).As<CHostState*>();
- Cvar_hostport = module.Offset(0x13FA6070).As<ConVar*>();
-} \ No newline at end of file
+#include "pch.h"
+#include "hoststate.h"
+#include "masterserver.h"
+#include "serverauthentication.h"
+#include "serverpresence.h"
+#include "playlist.h"
+#include "tier0.h"
+#include "r2engine.h"
+
+AUTOHOOK_INIT()
+
+using namespace R2;
+
+// use the R2 namespace for game funcs
+namespace R2
+{
+ CHostState* g_pHostState;
+} // namespace R2
+
+ConVar* Cvar_hostport;
+
+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);
+}
+
+AUTOHOOK(CHostState__State_NewGame, engine.dll + 0x16E7D0,
+void,, (CHostState* self))
+{
+ spdlog::info("HostState: NewGame");
+
+ Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode);
+ Cbuf_Execute();
+
+ // need to do this to ensure we don't go to private match
+ if (g_pServerAuthentication->m_bNeedLocalAuthForNewgame)
+ SetCurrentPlaylist("tdm");
+
+ ServerStartingOrChangingMap();
+
+ double dStartTime = Tier0::Plat_FloatTime();
+ CHostState__State_NewGame(self);
+ spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
+
+ // setup server presence
+ g_pServerPresence->CreatePresence();
+ g_pServerPresence->SetMap(g_pHostState->m_levelName, true);
+ g_pServerPresence->SetPlaylist(GetCurrentPlaylistName());
+ g_pServerPresence->SetPort(Cvar_hostport->GetInt());
+
+ g_pServerAuthentication->StartPlayerAuthServer();
+ g_pServerAuthentication->m_bNeedLocalAuthForNewgame = false;
+}
+
+AUTOHOOK(CHostState__State_ChangeLevelMP, engine.dll + 0x16E520,
+void,, (CHostState* self))
+{
+ spdlog::info("HostState: ChangeLevelMP");
+
+ ServerStartingOrChangingMap();
+
+ double dStartTime = Tier0::Plat_FloatTime();
+ CHostState__State_ChangeLevelMP(self);
+ spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
+
+ g_pServerPresence->SetMap(g_pHostState->m_levelName);
+}
+
+AUTOHOOK(CHostState__State_GameShutdown, engine.dll + 0x16E520,
+void,, (CHostState* self))
+{
+ spdlog::info("HostState: GameShutdown");
+
+ g_pServerPresence->DestroyPresence();
+ g_pServerAuthentication->StopPlayerAuthServer();
+
+ CHostState__State_GameShutdown(self);
+}
+
+AUTOHOOK(CHostState__FrameUpdate, engine.dll + 0x16DB00,
+void, __fastcall, (CHostState* self, double flCurrentTime, float flFrameTime))
+{
+ CHostState__FrameUpdate(self, flCurrentTime, flFrameTime);
+
+ if (*R2::g_pServerState == R2::server_state_t::ss_active)
+ {
+ // update server presence
+ g_pServerPresence->RunFrame(flCurrentTime);
+ }
+
+}
+
+ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, (CModule module))
+{
+ AUTOHOOK_DISPATCH()
+
+ g_pHostState = module.Offset(0x7CF180).As<CHostState*>();
+ Cvar_hostport = module.Offset(0x13FA6070).As<ConVar*>();
+}