This makes setting up match play much more difficult. I did not
necessarily want to adjust archived client cvars either which would be
of no concert to any client. Controlling clients from changing teams
must be done server side, so I guess ill have to have a messages or
some other complex redundant system to prevent the client's from
changing certain things.

thx for your input



On Tue, 15 Mar 2005 18:27:32 -0600, jeff broome <[EMAIL PROTECTED]> wrote:
> On Tue, 15 Mar 2005 16:14:57 -0800, Heritage <[EMAIL PROTECTED]> wrote:
> > Uhm looks like its in the code a few times, but commented out
>
> Perhaps is was commented out because that function got removed
> sometime during development of HL2.
>
> > But adding that line of code only causes the game to crash upon loading.
>
> Changing the engine interface classes to add or remove random member
> functions is generally a *BAD* thing to do.  :)
>
> > HL1 SDK had this function, but it was called "pfnSetClientKeyValue". I
>
> Perhaps it was removed from HL2 because people would get ticked off
> when they connected to a server and the server started mucking with
> the client's CVAR values?
>
> If a mod needs to control CVAR values it should probably do so within
> the client DLL code and not rely on the server being able to set
> client CVAR values.
>
> Jeffrey "botman" Broome
>
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