Fix client listener OnClientAuthorized to match new doc
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@ -423,13 +423,15 @@ void PlayerManager::RunAuthChecks()
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m_AuthQueue[i] = 0;
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removed++;
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const char *steamId = pPlayer->GetSteam2Id();
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/* Send to extensions */
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List<IClientListener *>::iterator iter;
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IClientListener *pListener;
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for (iter=m_hooks.begin(); iter!=m_hooks.end(); iter++)
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{
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pListener = (*iter);
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pListener->OnClientAuthorized(client, authstr);
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pListener->OnClientAuthorized(client, steamId ? steamId : authstr);
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if (!pPlayer->IsConnected())
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{
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break;
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@ -439,7 +441,6 @@ void PlayerManager::RunAuthChecks()
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/* Send to plugins if player is still connected */
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if (pPlayer->IsConnected() && m_clauth->GetFunctionCount())
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{
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const char *steamId = pPlayer->GetSteam2Id();
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/* :TODO: handle the case of a player disconnecting in the middle */
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m_clauth->PushCell(client);
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/* For legacy reasons, people are expecting the Steam2 id here if using Steam auth */
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@ -710,16 +711,17 @@ void PlayerManager::OnClientPutInServer(edict_t *pEntity, const char *playername
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m_clconnect_post->PushCell(client);
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m_clconnect_post->Execute(&res, NULL);
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const char *steamId = pPlayer->GetSteam2Id();
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/* Now do authorization */
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for (iter=m_hooks.begin(); iter!=m_hooks.end(); iter++)
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{
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pListener = (*iter);
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pListener->OnClientAuthorized(client, pPlayer->m_AuthID.c_str());
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pListener->OnClientAuthorized(client, steamId ? steamId : pPlayer->m_AuthID.c_str());
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}
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/* Finally, tell plugins */
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if (m_clauth->GetFunctionCount())
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{
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const char *steamId = pPlayer->GetSteam2Id();
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m_clauth->PushCell(client);
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/* For legacy reasons, people are expecting the Steam2 id here if using Steam auth */
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m_clauth->PushString(steamId ? steamId : pPlayer->m_AuthID.c_str());
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