Is there a way, or it can be effectively implemented, to get the complete list and handle of all the entities that the client program owns?
For example, a cheat in Counter Strike uses aimhack, it need to get access to the coords of the entities owned by the client, that effectively are handled in the client program.
I want full access like that from CSQC.
CSQC let me spawn new entities and manage a list of entities but only the entities spawned from inside CSQC, outside of that scope the only access is local player number, local player coords and so, but nothing more.
I want to have full access to all the entities like calling the function nextent.
Maybe can be created a new function called "nextent2", or something like that, giving access to only the entities working internally clientside (but not the csqc created ones, that will be accessed as usual with nextent).
That will be great because we can implement anti-hack systems using only QC, and of course we can do a lot of things like augumented reality clientside without the need to implement it serverside.
For now, I need to create shared entities serverside too. That uses unnecesary bandwidth (a little but it uses, and anyway, I need to take a lot of care creating/removing that kind of entities). But if I don't, the csqc cannot do nothing about entities in the game, because it does not have access to the real entities.
I don't understand why it was not implemented. I can understand that QC allocates the list of entities locally, but I don't understand why it cannot receive too the list from the internal hadling if it is running in the user PC too, as client, but it is running and handling the entities (if not it cannot render anything).
Of course, it can go out a little of the QC scope, but I guess it is possible to implement without breaking nothing, only adding the feature.
For example, a cheat in Counter Strike uses aimhack, it need to get access to the coords of the entities owned by the client, that effectively are handled in the client program.
I want full access like that from CSQC.
CSQC let me spawn new entities and manage a list of entities but only the entities spawned from inside CSQC, outside of that scope the only access is local player number, local player coords and so, but nothing more.
I want to have full access to all the entities like calling the function nextent.
Maybe can be created a new function called "nextent2", or something like that, giving access to only the entities working internally clientside (but not the csqc created ones, that will be accessed as usual with nextent).
That will be great because we can implement anti-hack systems using only QC, and of course we can do a lot of things like augumented reality clientside without the need to implement it serverside.
For now, I need to create shared entities serverside too. That uses unnecesary bandwidth (a little but it uses, and anyway, I need to take a lot of care creating/removing that kind of entities). But if I don't, the csqc cannot do nothing about entities in the game, because it does not have access to the real entities.
I don't understand why it was not implemented. I can understand that QC allocates the list of entities locally, but I don't understand why it cannot receive too the list from the internal hadling if it is running in the user PC too, as client, but it is running and handling the entities (if not it cannot render anything).
Of course, it can go out a little of the QC scope, but I guess it is possible to implement without breaking nothing, only adding the feature.
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