GetPlayerNetworkIDString isn't alone anymore, we have friends. (#551)
* GetPlayerNetworkIDString isn't alone anymore, we have friends. Completely speculative CS:GO fix, 50/50, 60/40. * Preserve existing cycle-saving techniques. * Style.
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@ -2012,30 +2012,27 @@ void CPlayer::UpdateAuthIds()
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{
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return;
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}
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// First cache engine networkid
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const char *authstr = engine->GetPlayerNetworkIDString(m_pEdict);
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if (!authstr)
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if (authstr)
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{
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// engine doesn't have the client's auth string just yet, we can't do anything
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return;
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if (m_AuthID.compare(authstr) != 0)
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{
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m_AuthID = authstr;
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}
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else
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{
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return;
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}
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}
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if (m_AuthID.compare(authstr) == 0)
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{
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return;
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}
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m_AuthID = authstr;
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// Then, cache SteamId
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if (IsFakeClient())
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{
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m_SteamId = k_steamIDNil;
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}
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else
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{
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#if SOURCE_ENGINE < SE_ORANGEBOX || SOURCE_ENGINE == SE_CSGO
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#if SOURCE_ENGINE < SE_ORANGEBOX
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const char * pAuth = GetAuthString();
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/* STEAM_0:1:123123 | STEAM_ID_LAN | STEAM_ID_PENDING */
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if (pAuth && (strlen(pAuth) > 10) && pAuth[8] != '_')
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@ -2047,7 +2044,14 @@ void CPlayer::UpdateAuthIds()
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const CSteamID *steamId = engine->GetClientSteamID(m_pEdict);
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if (steamId)
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{
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m_SteamId = (*steamId);
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if (m_SteamId != (*steamId))
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{
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m_SteamId = (*steamId);
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}
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else
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{
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return;
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}
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}
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#endif
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}
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