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there is currently a special player flag that indicates a player being an admin.
I flag is a bit at a specific position of an integer, that indicated something being turned on(1) or turned off(0).
and int usually has 32 bits allowing for up to 32 true/false values being encoded into it.
setting a bit: int BitMask = (1<<0) || (1 << 2) || (1<<4);
setting a bit without changing the other values: BitMask |= (1<<1);
deleting/clearing a bit without changing the other bits BitMask &= ~(1<<1);
zCatch explicitly does not send this flag in order to allow admins to operate covertly(undercover).
trafilaw had the idea to allow for admins to see each other, which is a good addition to the current behavior.
the passed parameter SnapingClient is the client that receives the current player's information, especially it is an admin.
The current player's ID is a member variable/class variable of the current Player object and can be accessed via m_ClientID.
Additionally the global Configuration that is retrieved via a server config file (autoexec.cfg) defines a configuration parameter that allows to toggle whether to hide or not to hide admins:
g_Config.m_SvHideAdmins
In order to test the behavior, you can use the sv_hide_admins 1 parameter in your server configuration file.
Due to rather hard to understand logic, this code should be reworked to hide admins from players that are not admins if g_Config.m_SvHideAdmins == 1.
And at the same time allow for admins (Server()->IsAuthed(m_ClientID) && Server()->IsAuthed(SnappingClient)) to receive the information that the current player is an admin/mod.
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