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Enable Cheat Cvars


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Author
ferret
SourceMod Developer
Join Date: Dec 2004
Location: Atlanta, GA
Plugin ID:
99
Plugin Version:
1.0
Plugin Category:
General Purpose
Plugin Game:
Any
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Allows you to enable cheat cvars without turning on sv_cheats
    Unapprover:
    Reason for Unapproving:
    did not work as expected
    Old 07-25-2007 , 13:20   Enable Cheat Cvars
    Reply With Quote #1

    This is a very quick edit (With permission) of BAIL's Cvar Hider.

    All this does is take a list of Cvars, and remove the FCVAR_CHEAT flag. This should allow clients to use the cvar, such as thirdperson, mat_*, or other cvars you want enabled for your server.

    Did this for:
    http://forums.alliedmods.net/showthread.php?t=58316

    I literally altered like 4 lines of this so all real credit is BAIL's.

    BAIL's post. I changed the filename.

    Quote:
    Originally Posted by BAILOPAN View Post
    I've attached a small plugin. You need r1165+ to run it as it uses a new feature (the build should be available in the next hour).

    You just list cvars in addons/sourcemod/configs/cheatcvars.txt and they will stop appearing, like:
    Code:
    botcount
    coop
    mp_maxrounds
    Attached Files
    File Type: sp Get Plugin or Get Source (cheatcvars.sp - 1396 views - 2.9 KB)
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    Last edited by ferret; 07-26-2007 at 18:31.
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    ferret
    SourceMod Developer
    Join Date: Dec 2004
    Location: Atlanta, GA
    Old 07-26-2007 , 07:45   Re: Enable Cheat Cvars
    Reply With Quote #2

    Looks like this needs to also remove FCVAR_SPONLY, will change shortly.
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    ferret
    SourceMod Developer
    Join Date: Dec 2004
    Location: Atlanta, GA
    Old 07-26-2007 , 18:31   Re: Enable Cheat Cvars
    Reply With Quote #3

    Uploaded new version, now removes FCVAR_SPONLY too
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    chumly
    Senior Member
    Join Date: Jul 2006
    Old 07-27-2007 , 02:55   Re: Enable Cheat Cvars
    Reply With Quote #4

    What vars need to be placed in the txt file?
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    FlyingMongoose
    Veteran Member
    Join Date: Mar 2004
    Old 07-27-2007 , 03:03   Re: Enable Cheat Cvars
    Reply With Quote #5

    Whatever you want to not be blocked because it's a cheat.
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    chumly
    Senior Member
    Join Date: Jul 2006
    Old 07-27-2007 , 09:20   Re: Enable Cheat Cvars
    Reply With Quote #6

    But sv_cheats would be required to be blocked to allow mat_wireframe to be used right?
    And if sv_cheats is blocked then all 'cheats' vars would be able to be run by everyone, correct?
    I can't just block mat_wireframe as the client will not allow it to be run while 'sv_cheats 0' is set.
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    ferret
    SourceMod Developer
    Join Date: Dec 2004
    Location: Atlanta, GA
    Old 07-27-2007 , 09:22   Re: Enable Cheat Cvars
    Reply With Quote #7

    I haven't gotten around to testing it, but the idea behind this plugin is that you put mat_wireframe in the file, and that will cause mat_wireframe to be allowed.

    But there's no gaurentee, I wrote it for someone else and haven't had time to try it out.
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    ^BuGs^
    Senior Member
    Join Date: May 2007
    Old 07-27-2007 , 10:01   Re: Enable Cheat Cvars
    Reply With Quote #8

    I'll test it out again ferret. chumly, I am working on a modified version for control access.
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    L. Duke
    Veteran Member
    Join Date: Apr 2005
    Location: Walla Walla
    Old 07-27-2007 , 10:09   Re: Enable Cheat Cvars
    Reply With Quote #9

    I haven't tested this, but I believe you can only remove the cheats flag from "server side" cvars. Since mat_wireframe is being used on the client, it will still be considered a cheat.

    I would expect cheat cvars/commands that are run from the server to work with this, for example: endround.
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    ferret
    SourceMod Developer
    Join Date: Dec 2004
    Location: Atlanta, GA
    Old 07-27-2007 , 10:39   Re: Enable Cheat Cvars
    Reply With Quote #10

    L Duke, we were kind of hoping that sv_cheats and fcvar_cheat checking occured server side, therefore this worked.

    Actually, I'm SURE they test server side, but I'm not sure they ALSO test client side. If they test for it client side before submitting it to the server, it won't work.

    But again that would assume that the server decides whether the client can use it based on the server's copy and its flags
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