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- Mar 3, 2026
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Anyone digging into the devblog 240 codebase recently? I am hitting a wall trying to force the admin status on the local player.
I have been trying to flip the bits using playerFlags |= 4, but the server-side validation is clearly ignoring it or reverting it immediately on tick. I suspect they have added extra checks in the BasePlayer.ClientInput or specific RPC hooks that invalidate the flag if the auth level doesn't match the server's internal records.
Has anyone actually managed to persist the admin flag in this build, or are they checking the auth level through the connection property now? Let me know if you found a better hook point.
Code:
public global::BasePlayer.PlayerFlags playerFlags;
public enum PlayerFlags
{
IsAdmin = 4
}
I have been trying to flip the bits using playerFlags |= 4, but the server-side validation is clearly ignoring it or reverting it immediately on tick. I suspect they have added extra checks in the BasePlayer.ClientInput or specific RPC hooks that invalidate the flag if the auth level doesn't match the server's internal records.
- Check if the flag is being wiped by the OnPlayerTick sync.
- Verify if the server-side auth check looks at the net.connection.authLevel rather than just the BasePlayer flags.
- Consider hooking the IsAdmin getter instead of trying to force the bit field directly.
Has anyone actually managed to persist the admin flag in this build, or are they checking the auth level through the connection property now? Let me know if you found a better hook point.