diff options
Diffstat (limited to 'NorthstarDedicatedTest/misccommands.cpp')
-rw-r--r-- | NorthstarDedicatedTest/misccommands.cpp | 60 |
1 files changed, 0 insertions, 60 deletions
diff --git a/NorthstarDedicatedTest/misccommands.cpp b/NorthstarDedicatedTest/misccommands.cpp deleted file mode 100644 index df2f4a3d..00000000 --- a/NorthstarDedicatedTest/misccommands.cpp +++ /dev/null @@ -1,60 +0,0 @@ -#include "pch.h" -#include "misccommands.h" -#include "concommand.h" -#include "gameutils.h" -#include "masterserver.h" -#include "serverauthentication.h" -#include "squirrel.h" - -void AddMiscConCommands() -{ - MAKE_CONCMD( - "force_newgame", - "forces a map load through directly setting g_pHostState->m_iNextState to HS_NEW_GAME", - FCVAR_NONE, - [](const CCommand& arg) - { - if (arg.ArgC() < 2) - return; - - g_pHostState->m_iNextState = HS_NEW_GAME; - strncpy(g_pHostState->m_levelName, arg.Arg(1), sizeof(g_pHostState->m_levelName)); - }); - - MAKE_CONCMD( - "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, - [](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_MasterServerManager->m_bNewgameAfterSelfAuth = true; - g_MasterServerManager->AuthenticateWithOwnServer(g_LocalPlayerUserID, g_MasterServerManager->m_ownClientAuthToken); - }); - - // this is a concommand because we make a deferred call to it from another thread - MAKE_CONCMD( - "ns_end_reauth_and_leave_to_lobby", - "", - FCVAR_NONE, - [](const CCommand& arg) - { - Cbuf_AddText( - Cbuf_GetCurrentPlayer(), - fmt::format("serverfilter {}", g_ServerAuthenticationManager->m_authData.begin()->first).c_str(), - cmd_source_t::kCommandSrcCode); - Cbuf_Execute(); - - // weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this - if (g_ClientSquirrelManager->sqvm) - { - g_ServerAuthenticationManager->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? - SetCurrentPlaylist("tdm"); - strcpy(g_pHostState->m_levelName, "mp_lobby"); - g_pHostState->m_iNextState = HS_NEW_GAME; - } - }); -}
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