diff options
Diffstat (limited to 'NorthstarDedicatedTest/misccommands.cpp')
-rw-r--r-- | NorthstarDedicatedTest/misccommands.cpp | 16 |
1 files changed, 11 insertions, 5 deletions
diff --git a/NorthstarDedicatedTest/misccommands.cpp b/NorthstarDedicatedTest/misccommands.cpp index a01948af..4a556fad 100644 --- a/NorthstarDedicatedTest/misccommands.cpp +++ b/NorthstarDedicatedTest/misccommands.cpp @@ -25,15 +25,17 @@ void SelfAuthAndLeaveToLobbyCommand(const CCommand& arg) 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_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? + // 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; @@ -42,8 +44,12 @@ void EndSelfAuthAndLeaveToLobbyCommand(const CCommand& arg) 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); + 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); }
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