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-rw-r--r--NorthstarDLL/misccommands.cpp11
-rw-r--r--NorthstarDLL/scriptserverbrowser.cpp9
2 files changed, 9 insertions, 11 deletions
diff --git a/NorthstarDLL/misccommands.cpp b/NorthstarDLL/misccommands.cpp
index b316571c..3aae19d0 100644
--- a/NorthstarDLL/misccommands.cpp
+++ b/NorthstarDLL/misccommands.cpp
@@ -29,11 +29,8 @@ void ConCommand_ns_start_reauth_and_leave_to_lobby(const CCommand& arg)
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();
+ if (g_pServerAuthentication->m_RemoteAuthenticationData.size())
+ R2::g_pCVar->FindVar("serverfilter")->SetValue(g_pServerAuthentication->m_RemoteAuthenticationData.begin()->first.c_str());
// 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>->m_pSQVM)
@@ -108,6 +105,7 @@ void FixupCvarFlags()
pCommand->m_nFlags |= FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS;
} while (ppEngineClientCommands[++i]);
+ // array of cvars and the flags we want to add to them
const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_ADD_FLAGS = {
// system commands (i.e. necessary for proper functionality)
// servers need to be able to disconnect
@@ -138,10 +136,13 @@ void FixupCvarFlags()
{"test_setteam", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"melee_lunge_ent", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}};
+ // array of cvars and the flags we want to remove from them
const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_REMOVE_FLAGS = {
// unsure how this command works, not even sure it's used on retail servers, deffo shouldn't be used on northstar
{"migrateme", FCVAR_SERVER_CAN_EXECUTE | FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"recheck", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, // we don't need this on northstar servers, it's for communities
+
+ // unsure how these work exactly (rpt system likely somewhat stripped?), removing anyway since they won't be used
{"rpt_client_enable", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"rpt_password", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}};
diff --git a/NorthstarDLL/scriptserverbrowser.cpp b/NorthstarDLL/scriptserverbrowser.cpp
index a361aeb8..e33406fc 100644
--- a/NorthstarDLL/scriptserverbrowser.cpp
+++ b/NorthstarDLL/scriptserverbrowser.cpp
@@ -371,8 +371,7 @@ SQRESULT SQ_ConnectToAuthedServer(HSquirrelVM* sqvm)
// set auth token, then try to connect
// i'm honestly not entirely sure how silentconnect works regarding ports and encryption so using connect for now
- R2::Cbuf_AddText(
- R2::Cbuf_GetCurrentPlayer(), fmt::format("serverfilter {}", info.authToken).c_str(), R2::cmd_source_t::kCommandSrcCode);
+ R2::g_pCVar->FindVar("serverfilter")->SetValue(info.authToken);
R2::Cbuf_AddText(
R2::Cbuf_GetCurrentPlayer(),
fmt::format(
@@ -403,10 +402,8 @@ SQRESULT SQ_CompleteAuthWithLocalServer(HSquirrelVM* sqvm)
{
// literally just set serverfilter
// note: this assumes we have no authdata other than our own
- R2::Cbuf_AddText(
- R2::Cbuf_GetCurrentPlayer(),
- fmt::format("serverfilter {}", g_pServerAuthentication->m_RemoteAuthenticationData.begin()->first).c_str(),
- R2::cmd_source_t::kCommandSrcCode);
+ if (g_pServerAuthentication->m_RemoteAuthenticationData.size())
+ R2::g_pCVar->FindVar("serverfilter")->SetValue(g_pServerAuthentication->m_RemoteAuthenticationData.begin()->first.c_str());
return SQRESULT_NULL;
}