You can see server commands in the console. sv_cheats, sv_password, etc. 
Doesn't mean they execute on the client.

On 04/01/2010 7:06, Joe Cabezas wrote:
> nope
>
> clients DO LOAD plugins... via console commmand "plugin_load"...
>
> ok, that's not the main question.....
>
> how to run commands every frame/tick in client?
>
> 2010/1/4 Andrew Ritchie<[email protected]>
>
>    
>> Quite simply the client does not load or run plug ins.  If you were making
>> your own mod then you could add a client side system that loads and runs
>> them ever tick, but the client engine does not expose any systems to run
>> plug in type features and no Valve game is likely to offer such a feature.
>>
>> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas<[email protected]>  wrote:
>>
>>      
>>> i know i can't!, actually i know that i'm doing a server solution, my
>>> question is: "how to make it work in a client plugin"?
>>>
>>> maybe.... threads?, thinks?, how?
>>>
>>> 2010/1/4 Olly<[email protected]>
>>>
>>>        
>>>> You can't. Its a server plugin: CEmpty*Server*Plugin
>>>>
>>>> 2010/1/4 Joe Cabezas<[email protected]>
>>>>
>>>>          
>>>>> hello!
>>>>>
>>>>> i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2...
>>>>>            
>>> with
>>>        
>>>>> no
>>>>> results
>>>>>
>>>>> this is what i'm doing:
>>>>>
>>>>> void CEmptyServerPlugin::GameFrame( bool simulating )
>>>>> {
>>>>> Msg("this is a frame!");
>>>>> }
>>>>>
>>>>> but, it only works when i create a server, and not when i join a
>>>>>            
>>>> server...
>>>>          
>>>>>
>>>>> how can i access to a client-side gameframe event?
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>>      
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>>>>>
>>>>>
>>>>>            
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>>      
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