It works quite well BUT it seems to only work in a multiplayer session. Where would one make weapon function differently independently of multiplayer or not? The files are satchel.cpp
Weapon logic runs on both the client and server. Adding a cvar that only works on the client side will cause inconsistencies.
You can do per-player settings by marking the client cvar with
FCVAR_USERINFO
. This is how the
model
cvar syncs with the server (see
CHalfLifeTeamplay::ClientUserInfoChanged
for an example). You can then check the userinfo buffer on the server side and the cvar on the client side to make it behave as desired. But while it will work the user info buffer is pretty small and a long cvar name like
cl_satchelanniversary
is expensive to put in there.
The simplest way to implement such a setting would be to put it in each player's physics info string just like the long jump module does it, and then checking that on both sides. Of course that would then be a server setting, not a client setting.
The difficulty in having per-player settings in this engine is why changing that was a bad idea to begin with.
I'm trying to re-introduce the chainsaw crowbar bug as a toggle-able feature as well (sv_turbobar)
Though when turned on it's chainsawing EVERYTHING, not just corpses as I want it to do. But it's pretty damn funny.
Making the crowbar only chainsaw corpses requires the bugged logic to be added back exactly as it was before. The Unified SDK already has this as an option so you can see how it was done there.