[quake3-bugzilla] [Bug 4974] overzealous cvar cheat protection
bugzilla-daemon at icculus.org
bugzilla-daemon at icculus.org
Thu May 5 18:52:54 EDT 2011
https://bugzilla.icculus.org/show_bug.cgi?id=4974
--- Comment #4 from cyrri <andi.christ at gmx.net> 2011-05-05 18:52:52 EDT ---
I was wrongly assuming that the UI VM is initialized only once, when starting
the engine. But even though it is done every time a server is joined, the cvar
check can be safely omitted, because the cgame VM (with its cvar check) is
initilized right after that.
Moving the cvar check to after the CL_InitCGame calls would restore the
consistency. At this point all client cvars have been registered.
Alternatively the cvar check in CL_InitUI could stay in place, with an
additional condition to make sure that the check is skipped at engine start and
only done when connecting to a server. Something like: if (
!clc.demoplaying && !cl_connectedToCheatServer && cls.state >= CA_CONNECTING )
Cvar_SetCheatState();
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