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-rw-r--r--NorthstarDLL/misccommands.cpp130
1 files changed, 65 insertions, 65 deletions
diff --git a/NorthstarDLL/misccommands.cpp b/NorthstarDLL/misccommands.cpp
index dd1b9d65..739e8921 100644
--- a/NorthstarDLL/misccommands.cpp
+++ b/NorthstarDLL/misccommands.cpp
@@ -1,65 +1,65 @@
-#include "pch.h"
-#include "misccommands.h"
-#include "concommand.h"
-#include "playlist.h"
-#include "r2engine.h"
-#include "r2client.h"
-#include "hoststate.h"
-#include "masterserver.h"
-#include "serverauthentication.h"
-#include "squirrel.h"
-
-void ConCommand_force_newgame(const CCommand& arg)
-{
- if (arg.ArgC() < 2)
- return;
-
- R2::g_pHostState->m_iNextState = R2::HostState_t::HS_NEW_GAME;
- strncpy(R2::g_pHostState->m_levelName, arg.Arg(1), sizeof(R2::g_pHostState->m_levelName));
-}
-
-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_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_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_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?
- R2::SetCurrentPlaylist("tdm");
- strcpy(R2::g_pHostState->m_levelName, "mp_lobby");
- R2::g_pHostState->m_iNextState = R2::HostState_t::HS_NEW_GAME;
- }
-}
-
-void AddMiscConCommands()
-{
- RegisterConCommand(
- "force_newgame",
- ConCommand_force_newgame,
- "forces a map load through directly setting g_pHostState->m_iNextState to HS_NEW_GAME",
- FCVAR_NONE);
-
- RegisterConCommand(
- "ns_start_reauth_and_leave_to_lobby",
- ConCommand_ns_start_reauth_and_leave_to_lobby,
- "called by the server, used to reauth and return the player to lobby when leaving a game",
- FCVAR_SERVER_CAN_EXECUTE);
-
- // this is a concommand because we make a deferred call to it from another thread
- RegisterConCommand("ns_end_reauth_and_leave_to_lobby", ConCommand_ns_end_reauth_and_leave_to_lobby, "", FCVAR_NONE);
-} \ No newline at end of file
+#include "pch.h"
+#include "misccommands.h"
+#include "concommand.h"
+#include "playlist.h"
+#include "r2engine.h"
+#include "r2client.h"
+#include "hoststate.h"
+#include "masterserver.h"
+#include "serverauthentication.h"
+#include "squirrel.h"
+
+void ConCommand_force_newgame(const CCommand& arg)
+{
+ if (arg.ArgC() < 2)
+ return;
+
+ R2::g_pHostState->m_iNextState = R2::HostState_t::HS_NEW_GAME;
+ strncpy(R2::g_pHostState->m_levelName, arg.Arg(1), sizeof(R2::g_pHostState->m_levelName));
+}
+
+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_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_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_pSquirrel<ScriptContext::CLIENT>->sqvm)
+ {
+ 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?
+ R2::SetCurrentPlaylist("tdm");
+ strcpy(R2::g_pHostState->m_levelName, "mp_lobby");
+ R2::g_pHostState->m_iNextState = R2::HostState_t::HS_NEW_GAME;
+ }
+}
+
+void AddMiscConCommands()
+{
+ RegisterConCommand(
+ "force_newgame",
+ ConCommand_force_newgame,
+ "forces a map load through directly setting g_pHostState->m_iNextState to HS_NEW_GAME",
+ FCVAR_NONE);
+
+ RegisterConCommand(
+ "ns_start_reauth_and_leave_to_lobby",
+ ConCommand_ns_start_reauth_and_leave_to_lobby,
+ "called by the server, used to reauth and return the player to lobby when leaving a game",
+ FCVAR_SERVER_CAN_EXECUTE);
+
+ // this is a concommand because we make a deferred call to it from another thread
+ RegisterConCommand("ns_end_reauth_and_leave_to_lobby", ConCommand_ns_end_reauth_and_leave_to_lobby, "", FCVAR_NONE);
+}