--
[ Picked text/plain from multipart/alternative ]
Probably because he wants to see whether the client has sv_cheats enabled.
Note, I'm saying client, that doesnt mean the server. Yes the client value
is forced
by the server value, that is aslong as the client isn't using a memory hack
to
enforce his own value. Basically, he wants to know if the client was using a
memory
hack to force it's local value of sv_cheats.

Or atleast, that's my best bet.

On 8/17/07, Eirik Nilssen <[EMAIL PROTECTED]> wrote:
>
>
> sv_cheats is only necassery during post-recording analyze, where you might
> want to turn of interpolation, enable bullet-impacts to be marked and
> adjust
> mat_wireframe to be able to see through walls.
>
> While recording, I don't see any purpose of change sv_cheats, as a demo
> always needs to be ananlyzed properly afterwards.
>
> >From: "Roman Hatsiev" <[EMAIL PROTECTED]>
> >Reply-To: hlds@list.valvesoftware.com
> >To: hlds@list.valvesoftware.com
> >Subject: Re: [hlds] sv_cheats for demo recording
> >Date: Fri, 17 Aug 2007 11:29:31 +0400
> >
> >I wonder why you might want to change sv_cheats during demo recording.
> >
> >On 17/08/07, Sean Rowswell <[EMAIL PROTECTED]> wrote:
> > > This is a multipart message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > When you record a demo (for an admin to ban a cheater) it is NOT
> >possible to
> > > SECURELY tell what sv_cheats is set to (either on the client or on the
> > > server).
> > >
> > >
> > >
> > > For example:
> > >
> > >
> > >
> > > Rcon Sv_cheats 0
> > >
> > > Record demotest
> > >
> > > Sv_cheats (when you play back the demo it will show sv_cheats = "0"
> >here)
> > >
> > > Sv_cheats 1 (in game this wont change anything but..)
> > >
> > > Sv_cheats (when you play back the demo it will show sv_cheats = "1"
> >here)
> > >
> > > ...
> > >
> > > Sv_cheats 0 (just to reset it)
> > >
> > > ...
> > >
> > > Rcon sv_cheats 1
> > >
> > > Sv_cheats (when you play back the demo it will show sv_cheats = "1"
> >here)
> > >
> > > Sv_cheats 0 (in game this wont change anything but..)
> > >
> > > Sv_cheats (when you play back the demo it will show sv_cheats = "0"
> >here)
> > >
> > > ...
> > >
> > > stop
> > >
> > >
> > >
> > > EVEN though the server still has sv_cheats 0 and ingame the client
> ALSO
> >has
> > > sv_cheats 0 it will STILL show sv_cheats = "1" when you play the demo.
> >Thus
> > > making it impossible to tell what sv_cheats is set to when playing
> back
> >a
> > > demo.
> > >
> > >
> > >
> > > My suggestion is to add a few variables to the status command.
> > >
> > >
> > >
> > > "hostname:  #WALinerz #1 - SEASON 2 STARTING SOON!
> > >
> > > version : 1.0.0.34/7 3140 secure
> > >
> > > udp/ip  :  202.53.7.202:27045
> > >
> > > map     :  de_dust2 at: 0 x, 0 y, 0 z
> > >
> > > sourcetv:  port 27025, delay 120.0s
> > >
> > > players :  2 (16 max)
> > >
> > > cheats: enabled (1)
> > >
> > > pure: enabled (2)
> > >
> > >
> > >
> > > # userid name uniqueid connected ping loss state
> > >
> > > # 4 "WALinerz TV #1" BOT active
> > >
> > > #  5 "seaNN" STEAM_0:1:9879898 00:15 57 0 active"
> > >
> > >
> > >
> > > Easy enough yeah?
> > >
> > >
> > >
> > > Unless of course someone else has a better way to (currently) tell if
> >the
> > > server from a demo has sv_cheats enabled. : )
> > >
> > > --
> > >
> > >
> > > _______________________________________________
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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
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> >please visit:
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>
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[EMAIL PROTECTED]
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