Author Topic: Client-side Cvars  (Read 5229 times)

doomagent13

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Client-side Cvars
« on: July 01, 2007, 06:08:49 am »
Is there any way to get a list of all client-side Cvars, both those in the client itself, and in the cgame?  Also, does the server do anything with the allowed cgame, or is it just dealt with as part of the vm pk3 checksum?

Lakitu7

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Client-side Cvars
« Reply #1 on: July 01, 2007, 06:21:58 am »
First question, /cvarlist, but it will usually exceed the length of your buffer so I tend to just go look at the code instead.

I'm not the person to answer the second question though, sorry.

kevlarman

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Client-side Cvars
« Reply #2 on: July 01, 2007, 06:32:07 am »
you're probably better off reading the *local.h for a cvar list (though it isn't complete, some cvars don't have a vmCvar_t or cvar_t associated with them). the cgame is like any other file in a pk3, actions beyond the pure check are taken to ensure its integrity.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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|..d| #
|.@.-##
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doomagent13

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Client-side Cvars
« Reply #3 on: July 01, 2007, 07:20:37 am »
I guess I meant "Can you send the client a command that will make it tell the server and only the server (meaning, not through chat) what Cvars are available?"  The client, renderer, and ui Cvars are less important than the cgame Cvars, I think.

@kevlarman:
I know that they can be found in *local.h, but I suppose one way to put it would be that I would like to make a deeper pure check.  Null's aimbot adds a few Cvars, and adding a check for them would eliminate the need for debate over a whether a demo proves that it is an aimbot.

kevlarman

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Client-side Cvars
« Reply #4 on: July 01, 2007, 05:01:58 pm »
Quote from: "doomagent13"
I guess I meant "Can you send the client a command that will make it tell the server and only the server (meaning, not through chat) what Cvars are available?"  The client, renderer, and ui Cvars are less important than the cgame Cvars, I think.

@kevlarman:
I know that they can be found in *local.h, but I suppose one way to put it would be that I would like to make a deeper pure check.  Null's aimbot adds a few Cvars, and adding a check for them would eliminate the need for debate over a whether a demo proves that it is an aimbot.
what cvars are available are meaningless, you can create a cvar with any name easily, and a client can lie about what cvars they have. there is no distinction between cl_,ui_,r_,com_,etc. cvars other than the code that uses them.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Caveman

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Client-side Cvars
« Reply #5 on: July 09, 2007, 04:18:40 am »
besides, Null's source is already out there and thus checking for any special cvar would not get you the desired results.