[{"data":1,"prerenderedAt":192},["ShallowReactive",2],{"\u002Fdocs\u002Fprotection":3,"docs-nav":138},{"id":4,"title":5,"body":6,"description":128,"extension":129,"meta":130,"navigation":131,"ogImage":132,"path":133,"robots":132,"schemaOrg":132,"seo":134,"sitemap":135,"stem":136,"updatedAt":132,"__hash__":137},"docs\u002Fdocs\u002Fen\u002F2.protection.md","Protection",{"type":7,"value":8,"toc":113},"minimark",[9,14,18,23,28,36,56,60,68,72,76,83,87,90,94,97,101],[10,11,13],"h1",{"id":12},"how-protection-works","How Protection Works",[15,16,17],"p",{},"BSP ii Protect combines client\u002Fserver separation and irreversible geometric alterations to permanently neutralize map decompilation and intellectual property theft.",[19,20,22],"h2",{"id":21},"_1-the-two-protection-modes","1. The Two Protection Modes",[24,25,27],"h3",{"id":26},"server-mode-recommended-for-multiplayer-servers","Server Mode (Recommended for multiplayer servers)",[15,29,30,31,35],{},"This mode applies the strongest defense paradigm of the Source Engine: ",[32,33,34],"strong",{},"players do not need map logic to play on your server",".",[37,38,39,50],"ul",{},[40,41,42,45,46,49],"li",{},[32,43,44],{},"Server File",": Retains 100% of triggers, doors, events, Lua inputs, and game entities. Stored safely on your dedicated server and ",[32,47,48],{},"never"," distributed to players.",[40,51,52,55],{},[32,53,54],{},"Client File",": Distributed via FastDL or Steam Workshop. Sensitive entities are completely stripped, geometry is altered, and textures are scrambled. Players experience fluid collisions and visuals, but the map cannot be run or stolen outside your server.",[24,57,59],{"id":58},"workshop-solo-mode","Workshop \u002F Solo Mode",[15,61,62,63,67],{},"Tailored for creators wishing to publish a protected standalone map on the Steam Workshop without managing dual files. Generates a single protected ",[64,65,66],"code",{},".bsp"," file embedding geometric obfuscation against decompilers (BSPSource, Hammer).",[19,69,71],{"id":70},"_2-active-protection-layers","2. Active Protection Layers",[24,73,75],{"id":74},"a-brush-geometry-alteration","A. Brush Geometry Alteration",[15,77,78,79,82],{},"The mathematical brush planes and BSP node structures are permanently altered. Decompilation tools fail outright or output an unreadable, corrupted ",[64,80,81],{},".vmf"," file in Hammer Editor, while retaining normal collisions and performance in-game.",[24,84,86],{"id":85},"b-texture-obfuscation","B. Texture Obfuscation",[15,88,89],{},"Texture lump allocations are scrambled. In-game surface physics properties (footstep sounds, bullet ricochets) remain authentic, but decompiled output displays a chaotic patchwork of textures that cannot be reused.",[24,91,93],{"id":92},"c-logic-stripping-troll-decoys","C. Logic Stripping & Troll Decoys",[15,95,96],{},"In Server mode, critical game logic is stripped from the client file. Decoy entities are also injected to trigger fatal exceptions in unauthorized Hammer or local game sessions.",[24,98,100],{"id":99},"d-official-signature-studio-tag","D. Official Signature & Studio Tag",[15,102,103,104,108,109,112],{},"Every protected map includes an embedded ",[105,106,107],"em",{},"BSP ii Protect"," digital watermark. 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