Set correct data on client side to join dedis
- SetGameMode to default seems the way to go here, keeps switching teams available and makes sure online classes get previewed correctly. - SetGameType needs to be called so it doesn't mix things what you have selected before in private match or played before on another dedicated server.
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@ -171,6 +171,12 @@ namespace party
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scheduler::once([=]
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{
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if (is_connecting_to_dedi)
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{
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game::Com_SessionMode_SetGameMode(game::MODE_GAME_DEFAULT);
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game::Com_GametypeSettings_SetGametype(gametype.data(), false, false);
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}
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//connect_to_session(target, hostname, xuid, mode);
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connect_to_lobby_with_mode(target, mode, mapname, gametype);
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}, scheduler::main);
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@ -22,7 +22,9 @@ namespace game
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WEAK symbol<void(const char* file, int line, int code, const char* fmt, ...)> Com_Error_{0x1420F8BD0};
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WEAK symbol<bool(eModes mode)> Com_SessionMode_IsMode{0x1420F7DD0};
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WEAK symbol<void(eNetworkModes networkMode)> Com_SessionMode_SetNetworkMode{0x1420F8010, 0x140500B80};
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WEAK symbol<eGameModes(eGameModes gameMode)> Com_SessionMode_SetGameMode{0x0, 0x140500B40};
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WEAK symbol<eGameModes(eGameModes gameMode)> Com_SessionMode_SetGameMode{0x1420F7FD0, 0x140500B40};
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WEAK symbol<eModes(eModes mode)> Com_SessionMode_SetMode{0x1420F7FF0};
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WEAK symbol<void(const char* gametype, bool loadDefaultSettings, bool isModified)> Com_GametypeSettings_SetGametype{0x1420F63E0};
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WEAK symbol<bool()> Com_IsRunningUILevel{0x142148DB0};
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WEAK symbol<void(int localClientNum, eModes fromMode, eModes toMode, uint32_t flags)> Com_SwitchMode{
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0x14214AF30
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