I will do my best to be concise. I go by HL-SDK, I enjoy playing valve's games. They are worth every penny. I also enjoy coding. I make cheats for source engine games, mainly team fortress 2. plugin_load, plugin_unload, and the plugin interface to the game really simplify development for me.
This means I can make some changes to one of my projects, compile and just pop in the new program without exiting the game. If plugin loading were disabled, or if plugins were not run unless a listen server was active, I would have to: Inject an interface application into hl2.exe Emulate/simulate/replicate the plugin_* features (probably even keep the serverplugin interface with firegameevent, load, unload, and the like) use this injected program to support backwards-compatibility and on-the-fly loading/unloading. Really, you aren't solving any problems at all. plugin_load is (to me) a very easy to use winject, or any other injector program. And to who mentioned xfire getting with valve and working to cooperate and all that shit, you must have no idea how valve's anti-cheat works. I'm not too interested in replies, I just want to let you all know you are pretty far off in thinking that this is a problem. Out of the while cheat development community, I know 3 people using this technique, myself being one of them. The "Sourcemod exploit" is stupidly easy, and yes I agree it needs to be resolved. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

