I propose we simply design our own system for this.
There is a lot of information in the client that AMXx could use, and a lot of things we could do with it.
For instance, with client side access, you could create actually lines and pictures and such on the client, instead of our hudmessages and VGUI interfaces.
The basic idea is that the client and server techniques for communication are very similar (as one would expect) and thus a system similar to MM could be created to hook into the client.
However, instead of loading/unloading plugins directly on the client, this system would work in concert with MM, sending it information, probably through a socket or message system.
It is, in theory, possible to send your own custom messages, as long as they are caught and don't make it to the engine (where the engine would simply create millions of tiny code snipplets, called bear traps, to try and protect itself, and end up crashing).
With a communication system between a client MM and a server MM in place, we could capture and even alter far more things that simple CVARs and such.
Now, this would not function as a hack, due to the fact there is no memory hacking involved. We're overriding and altering calls, but we are not literally changing processes in an active manner. With a little work, this system would probably not be detected by VAC or a similar system.
As the people in charge of MM are already in AMXx's midst, I'm thinking that a system like this might even be incorporated into MM, in a similar fashion to CD.
If Client MM functions are used, then the new MM would force all players to have client MM turned on (after forcing it down their throats and telling them to change their game dll), otherwise they don't nessasarily need it turned on.
Just an idea, that I'm looking into and that I believe you guys should too.
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