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Rcon locker / exploit fix


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RedSword
SourceMod Plugin Approver
Join Date: Mar 2006
Location: Quebec, Canada
Old 08-12-2015 , 13:34   Re: Rcon locker / exploit fix
Reply With Quote #551

Regarding the "Causes issues with SM command permissions" unapproval reason : https://forums.alliedmods.net/showthread.php?p=2332209
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DrKittens
Junior Member
Join Date: Jan 2015
Location: Sydney
Old 08-26-2015 , 16:25   Re: Rcon locker / exploit fix
Reply With Quote #552

Quote:
Originally Posted by RedSword View Post
Regarding the "Causes issues with SM command permissions" unapproval reason : https://forums.alliedmods.net/showthread.php?p=2332209
Can't reproduce with the latest rcon locker plugin: http://www.sourcemod.net/vbcompiler.php?file_id=43224
(or silliums updated one for that matter)

Issue may only be present in the unmaintained legacy version?
I quickly looked through the source of rcon_locker as i recommended it to a friend and he said it was unapproved.
It doesn't EVER regconsole/admin cmd for sm_csay, psay or say, it does however add a command listener which is only used to check if the player is connected or for newlines.

This plugin fixes some exploits still present in source games, for example on bad servers with idiots who have cheats on it still disables pointcommands which could be disastrous if left unchecked and can be quickly modified to include more generic commands to suit the owners preferences, eg disable kill command to prevent escaping point loss and it is a good knowledge-base for beginners to sourcemod. I believe it was unapproved incorrectly, did you even double check that issue? It seemed more likely that chatcolors plugin was the culprit..

Personally I'd say its worth keeping this approved purely for the client command logger it has inbuilt...

/e: Using latest sm 1.7
/e2: Tried in the games tf2 and csgo.

Last edited by DrKittens; 08-26-2015 at 18:23. Reason: more info
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eyal282
Veteran Member
Join Date: Aug 2011
Old 08-16-2019 , 08:46   Re: Rcon locker / exploit fix
Reply With Quote #553

This should be relevant everywhere IIRC, as ent_fire worldspawn kill, or ent_fire !self Kill will crash the server.
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