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Diffstat (limited to 'NorthstarDedicatedTest/misccommands.cpp')
-rw-r--r--NorthstarDedicatedTest/misccommands.cpp73
1 files changed, 33 insertions, 40 deletions
diff --git a/NorthstarDedicatedTest/misccommands.cpp b/NorthstarDedicatedTest/misccommands.cpp
index 4a556fad..dca87947 100644
--- a/NorthstarDedicatedTest/misccommands.cpp
+++ b/NorthstarDedicatedTest/misccommands.cpp
@@ -6,50 +6,43 @@
#include "serverauthentication.h"
#include "squirrel.h"
-void ForceLoadMapCommand(const CCommand& arg)
+void AddMiscConCommands()
{
- 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(
+ "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;
-void SelfAuthAndLeaveToLobbyCommand(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_pHostState->m_iNextState = HS_NEW_GAME;
+ strncpy(g_pHostState->m_levelName, arg.Arg(1), sizeof(g_pHostState->m_levelName));
+ });
- g_MasterServerManager->m_bNewgameAfterSelfAuth = true;
- g_MasterServerManager->AuthenticateWithOwnServer(g_LocalPlayerUserID, g_MasterServerManager->m_ownClientAuthToken);
-}
+ 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);
+ });
-void EndSelfAuthAndLeaveToLobbyCommand(const CCommand& arg)
-{
- Cbuf_AddText(
- Cbuf_GetCurrentPlayer(), fmt::format("serverfilter {}", g_ServerAuthenticationManager->m_authData.begin()->first).c_str(),
- cmd_source_t::kCommandSrcCode);
- Cbuf_Execute();
+ // 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;
- }
-}
+ // 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;
-void AddMiscConCommands()
-{
- RegisterConCommand(
- "force_newgame", ForceLoadMapCommand, "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", SelfAuthAndLeaveToLobbyCommand,
- "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", EndSelfAuthAndLeaveToLobbyCommand, "", FCVAR_NONE);
+ // 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;
+ }
+ });
} \ No newline at end of file