No it wouldn't. The engine links to the steamclient.dll in <your
user>/source sdk base 2007/bin, it has nothing to do with your mod.

On Monday, July 30, 2012, Michael Kramer wrote:

> That would be the sourcemods/yourmod/bin/ directory
>
> On Mon, Jul 30, 2012 at 2:34 PM, Saul Rennison 
> <saul.renni...@gmail.com<javascript:_e({}, 'cvml', 
> 'saul.renni...@gmail.com');>
> > wrote:
>
>> "to your mods install"?
>>
>>
>> Kind regards,
>> *Saul Rennison*
>>
>>
>>
>> On 30 July 2012 21:22, Alfred Reynolds 
>> <alf...@valvesoftware.com<javascript:_e({}, 'cvml', 
>> 'alf...@valvesoftware.com');>
>> > wrote:
>>
>>> We will look into this, in the mean time you could try copying
>>> steamclient.dll, tier0_s.dll, vstdlib_s.dll and steam.dll from a TF2
>>> dedicated server install over to your mods install. That may fix the issue
>>> in the interim.
>>>
>>> - Alfred
>>>
>>> -----Original Message-----
>>> From: hlcoders-boun...@list.valvesoftware.com <javascript:_e({},
>>> 'cvml', 'hlcoders-boun...@list.valvesoftware.com');> [mailto:
>>> hlcoders-boun...@list.valvesoftware.com <javascript:_e({}, 'cvml',
>>> 'hlcoders-boun...@list.valvesoftware.com');>] On Behalf Of Jonathan
>>> White
>>> Sent: Monday, July 30, 2012 9:46 AM
>>> To: hlcoders@list.valvesoftware.com <javascript:_e({}, 'cvml',
>>> 'hlcoders@list.valvesoftware.com');>
>>> Subject: [hlcoders] ATTN Valve: Server browser player count
>>> fluctuates/fails with bots
>>>
>>> Valve,
>>>
>>> There is a bug with the way the SDK version of the engine reports the
>>> amount of players in a server to the server browser and clients
>>> attempting to connect. When bots (fake clients) are created using the
>>> following command:
>>>
>>> edict_t *pEdict = engine->CreateFakeClient( "bot" );
>>>
>>> and subsequently removed with
>>>
>>> engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", pBot->GetUserID() )
>>> );
>>>
>>> the instance of the bot still exists in the server browser game info
>>> display.... but the bot is properly removed! I verified removal by
>>> tracing through the disconnect sequence and saw the edict being freed.
>>>
>>> This issue seems to have had affected TF2 servers in the past:
>>>
>>> http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg65375.html
>>> It was also posted on this board as well:
>>> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg02321.html
>>>
>>> What ends of happening is that if you add enough bots over the course
>>> of the server being active, you will fill your server even though no
>>> one is playing in it currently. The server actively refuses
>>> connections to incoming clients with the Game Info display showing
>>> some ridiculous number like 24/16 players with the list dominated by
>>> the names of bots that have been removed from the server long ago.
>>>
>>> I believe porting your fix from the TF2 engine to the SDK engine will
>>> fix this issue quite easily. Right now, it is impacting our mod
>>> significantly since we are debuting bots :'(
>>>
>>> Thanks,
>>> Jonathan White
>>> GoldenEye: Source
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>> _______________________________________________
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>>> please visit:
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>>>
>>>
>>
>> _______________________________________________
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>> please visit:
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>>
>>
>>
>
>
> --
> *Michael Kramer, Software Engineer & SEO Expert*
> http://www.siosphere.com | kra...@siosphere.com <javascript:_e({},
> 'cvml', 'kra...@siosphere.com');>
>  *[c] 801-530-9454*
> *
> *
> *
> *
>
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-- 


Kind regards,
*Saul Rennison*
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