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-rw-r--r--NorthstarDLL/hoststate.cpp196
1 files changed, 98 insertions, 98 deletions
diff --git a/NorthstarDLL/hoststate.cpp b/NorthstarDLL/hoststate.cpp
index c3663a42..886728ce 100644
--- a/NorthstarDLL/hoststate.cpp
+++ b/NorthstarDLL/hoststate.cpp
@@ -1,99 +1,99 @@
-#include "pch.h"
-#include "hoststate.h"
-#include "masterserver.h"
-#include "serverauthentication.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
-
-AUTOHOOK(CHostState__State_NewGame, engine.dll + 0x16E7D0,
-void,, (CHostState* hostState),
-{
- 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_ServerAuthenticationManager->m_bNeedLocalAuthForNewgame)
- SetCurrentPlaylist("tdm");
-
- // 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);
-
- double dStartTime = Tier0::Plat_FloatTime();
- CHostState__State_NewGame(hostState);
- spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
-
- int maxPlayers = 6;
- const char* maxPlayersVar = GetCurrentPlaylistVar("max_players", false);
- if (maxPlayersVar) // GetCurrentPlaylistVar can return null so protect against this
- maxPlayers = std::stoi(maxPlayersVar);
-
- // Copy new server name cvar to source
- Cvar_hostname->SetValue(Cvar_ns_server_name->GetString());
-
- g_MasterServerManager->AddSelfToServerList(
- Cvar_hostport->GetInt(),
- Cvar_ns_player_auth_port->GetInt(),
- Cvar_ns_server_name->GetString(),
- Cvar_ns_server_desc->GetString(),
- hostState->m_levelName,
- GetCurrentPlaylistName(),
- maxPlayers,
- Cvar_ns_server_password->GetString());
- g_ServerAuthenticationManager->StartPlayerAuthServer();
- g_ServerAuthenticationManager->m_bNeedLocalAuthForNewgame = false;
-})
-
-AUTOHOOK(CHostState__State_ChangeLevelMP, engine.dll + 0x16E520,
-void,, (CHostState* hostState),
-{
- spdlog::info("HostState: ChangeLevelMP");
-
- int maxPlayers = 6;
- const char* maxPlayersVar = GetCurrentPlaylistVar("max_players", false);
- if (maxPlayersVar) // GetCurrentPlaylistVar can return null so protect against this
- maxPlayers = std::stoi(maxPlayersVar);
-
- // 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_MasterServerManager->UpdateServerMapAndPlaylist(hostState->m_levelName, GetCurrentPlaylistName(), maxPlayers);
-
- double dStartTime = Tier0::Plat_FloatTime();
- CHostState__State_ChangeLevelMP(hostState);
- spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
-})
-
-AUTOHOOK(CHostState__State_GameShutdown, engine.dll + 0x16E520,
-void,, (CHostState* hostState),
-{
- spdlog::info("HostState: GameShutdown");
-
- g_MasterServerManager->RemoveSelfFromServerList();
- g_ServerAuthenticationManager->StopPlayerAuthServer();
-
- CHostState__State_GameShutdown(hostState);
-})
-
-ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, [](HMODULE baseAddress)
-{
- AUTOHOOK_DISPATCH()
-
- g_pHostState = (CHostState*)((char*)baseAddress + 0x7CF180);
+#include "pch.h"
+#include "hoststate.h"
+#include "masterserver.h"
+#include "serverauthentication.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
+
+AUTOHOOK(CHostState__State_NewGame, engine.dll + 0x16E7D0,
+void,, (CHostState* hostState))
+{
+ 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_ServerAuthenticationManager->m_bNeedLocalAuthForNewgame)
+ SetCurrentPlaylist("tdm");
+
+ // 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);
+
+ double dStartTime = Tier0::Plat_FloatTime();
+ CHostState__State_NewGame(hostState);
+ spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
+
+ int maxPlayers = 6;
+ const char* maxPlayersVar = GetCurrentPlaylistVar("max_players", false);
+ if (maxPlayersVar) // GetCurrentPlaylistVar can return null so protect against this
+ maxPlayers = std::stoi(maxPlayersVar);
+
+ // Copy new server name cvar to source
+ Cvar_hostname->SetValue(Cvar_ns_server_name->GetString());
+
+ g_MasterServerManager->AddSelfToServerList(
+ Cvar_hostport->GetInt(),
+ Cvar_ns_player_auth_port->GetInt(),
+ Cvar_ns_server_name->GetString(),
+ Cvar_ns_server_desc->GetString(),
+ hostState->m_levelName,
+ GetCurrentPlaylistName(),
+ maxPlayers,
+ Cvar_ns_server_password->GetString());
+ g_ServerAuthenticationManager->StartPlayerAuthServer();
+ g_ServerAuthenticationManager->m_bNeedLocalAuthForNewgame = false;
+}
+
+AUTOHOOK(CHostState__State_ChangeLevelMP, engine.dll + 0x16E520,
+void,, (CHostState* hostState))
+{
+ spdlog::info("HostState: ChangeLevelMP");
+
+ int maxPlayers = 6;
+ const char* maxPlayersVar = GetCurrentPlaylistVar("max_players", false);
+ if (maxPlayersVar) // GetCurrentPlaylistVar can return null so protect against this
+ maxPlayers = std::stoi(maxPlayersVar);
+
+ // 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_MasterServerManager->UpdateServerMapAndPlaylist(hostState->m_levelName, GetCurrentPlaylistName(), maxPlayers);
+
+ double dStartTime = Tier0::Plat_FloatTime();
+ CHostState__State_ChangeLevelMP(hostState);
+ spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
+}
+
+AUTOHOOK(CHostState__State_GameShutdown, engine.dll + 0x16E520,
+void,, (CHostState* hostState))
+{
+ spdlog::info("HostState: GameShutdown");
+
+ g_MasterServerManager->RemoveSelfFromServerList();
+ g_ServerAuthenticationManager->StopPlayerAuthServer();
+
+ CHostState__State_GameShutdown(hostState);
+}
+
+ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, [](HMODULE baseAddress)
+{
+ AUTOHOOK_DISPATCH()
+
+ g_pHostState = (CHostState*)((char*)baseAddress + 0x7CF180);
}) \ No newline at end of file