So you want to make VAC ban for Sourcemod? Nice one :)
BTW There is a tutorial on how to make your own client side cheat plugin on
some site, so a lot of people will have their own plugin which will be
private, so a lot of people wouldn't be banned.

Just disallow the client side plugins, I doubt much people care about having
plugins on their LAN servers (I doubt much people even use LAN servers).

2010/3/31 Matt Hoffman <[email protected]>

> The same way taking the entire 225 person company to Hawaii is profitable.
> :P
>
> On Tue, Mar 30, 2010 at 6:44 PM, Steven Crothers
> <[email protected]>wrote:
>
> > I'm sure Valve will fix it immediately... once you show them how fixing
> the
> > HLDS is profitable and worth the man-hours at $50-$60/man-hour.
> >
> > $0.02
> >
> > -----Original Message-----
> > From: [email protected]
> > [mailto:[email protected]] On Behalf Of Michael
> Krasnow
> > Sent: Tuesday, March 30, 2010 9:31 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
> >
> > doesn't VAC check the memory? but +1 to the option for server admins, but
> > somehow someone would find a way to change that or spoof it, idk, its
> weird
> >
> > On Tue, Mar 30, 2010 at 9:26 PM, Keeper <[email protected]>
> wrote:
> >
> > > Once code is loaded into memory, it's open game.  It doesn't matter
> what
> > > the
> > > server/client relationship is.  If I have a binary/application that
> hunts
> > > for that code in memory, then I can change any value I want.
> > >
> > > I have written some code in my plugin that locks down certain values
> that
> > I
> > > know people are using to alter game play, but to figure out all of the
> > > holes
> > > people are trying to exploit would be fruitless.  Then you have 5
> > different
> > > games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way
> > to
> > > handle that reasonably.
> > >
> > > If VALVe gave the server operators the choice to keep clients that have
> > > plugins running, that would cut some of them out.  But even as COD6 has
> > > proved, you definitely don't need a client side plugin to cheat.
> > >
> > > Keeper
> > >
> > > -----Original Message-----
> > > From: Arg! [mailto:[email protected]]
> > > Sent: Tuesday, March 30, 2010 8:31 PM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
> > >
> > > Im certainly no expert on how the libraries are being used here, but
> > > shouldnt the code explicitly state that certain cvars are to only come
> > from
> > > the replicated source, eg the game server? Sure there might be ways
> > around
> > > this with injection as mentioned but shouldnt the listen server (to
> cover
> > > the lan side) be using a seperate copy of the engine binaries which are
> > > affected here so when plugins are run in that context, they do not
> > override
> > > the cvars being replicated from the actual gameserver the client is
> > > connected to?
> > >
> > > I was under the impression this problem existed because the client was
> > > sharing binaries with another server running on the local machine, so
> > > seperating the binaries being used would fix this surely.
> > >
> > >
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> > >
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