S PreserveEnts: Difference between revisions

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||{{style|color:yellowgreen|No}}
||{{style|color:yellowgreen|No}}
||{{style|color:yellowgreen|No}}
||{{style|color:yellowgreen|No}}
||{{style|color:orange|From code dump}}
||{{style|color:orange|Dissembler}}
||{{style|color:orange|From code dump}}
||{{style|color:orange|Dissembler}}
||{{style|color:green|Yes}}
||{{style|color:green|Yes}}
||{{style|color:yellow|Unsure}}
||{{style|color:yellow|Unsure}}

Revision as of 14:47, 27 November 2021

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In multiplayer Source games, during a round reset, all entities are resetted to their defaults by being deleted then respawned, unless their current classnames matches an entry in the whitelist s_PreserveEnts. Whitelisted entities either has special code to handle the resetting process, and isn't ideal to be deleted.

Some whitelist entities however don't account round resets properly with their new behavior, so when a round reset occurs, their properties are carried over from the last round, like their origins.

Todo: Attempt to finish this table. Some games might not have any way to reset the round (even throughmp_forcewinormp_restartgamecommands).
Games Alien Swarm Counter-Strike: Global Offensive Counter-Strike: Source Day of Defeat: Source Half-Life 2 Half-Life 2: Deathmatch Half-Life 2: Episode One Half-Life 2: Episode Two Left 4 Dead Left 4 Dead 2 Portal Portal 2 Team Fortress 2
Has Whitelist Yes Yes Yes Yes No Yes No No Dissembler Dissembler Yes Unsure Yes

Source Code

Half-Life 2hl2mp/hl2mp_gamerules.cpp


static const char *s_PreserveEnts[] =
{
	"ai_network",
	"ai_hint",
	"hl2mp_gamerules",
	"team_manager",
	"player_manager",
	"env_soundscape",
	"env_soundscape_proxy",
	"env_soundscape_triggerable",
	"env_sun",
	"env_wind",
	"env_fog_controller",
	"func_brush",
	"func_wall",
	"func_buyzone",
	"func_illusionary",
	"infodecal",
	"info_projecteddecal",
	"info_node",
	"info_target",
	"info_node_hint",
	"info_player_deathmatch",
	"info_player_combine",
	"info_player_rebel",
	"info_map_parameters",
	"keyframe_rope",
	"move_rope",
	"info_ladder",
	"player",
	"point_viewcontrol",
	"scene_manager",
	"shadow_control",
	"sky_camera",
	"soundent",
	"trigger_soundscape",
	"viewmodel",
	"predicted_viewmodel",
	"worldspawn",
	"point_devshot_camera",
	"", // END Marker
};

Portalportal/portal_mp_gamerules.cpp


static const char *s_PreserveEnts[] =
{
	"ai_network",
	"ai_hint",
	"hl2mp_gamerules",
	"team_manager",
	"player_manager",
	"env_soundscape",
	"env_soundscape_proxy",
	"env_soundscape_triggerable",
	"env_sun",
	"env_wind",
	"env_fog_controller",
	"func_brush",
	"func_wall",
	"func_buyzone",
	"func_illusionary",
	"infodecal",
	"info_projecteddecal",
	"info_node",
	"info_target",
	"info_node_hint",
	"info_player_deathmatch",
	"info_player_combine",
	"info_player_rebel",
	"info_map_parameters",
	"keyframe_rope",
	"move_rope",
	"info_ladder",
	"player",
	"point_viewcontrol",
	"scene_manager",
	"shadow_control",
	"sky_camera",
	"soundent",
	"trigger_soundscape",
	"viewmodel",
	"predicted_viewmodel",
	"worldspawn",
	"point_devshot_camera",
	"", // END Marker
};

Team Fortress 2(Multiple Files)

teamplayroundbased_gamerules.cpp  
// Classnames of entities that are preserved across round restarts
static const char *s_PreserveEnts[] =
{
	"player",
	"viewmodel",
	"worldspawn",
	"soundent",
	"ai_network",
	"ai_hint",
	"env_soundscape",
	"env_soundscape_proxy",
	"env_soundscape_triggerable",
	"env_sprite",
	"env_sun",
	"env_wind",
	"env_fog_controller",
	"func_wall",
	"func_illusionary",
	"info_node",
	"info_target",
	"info_node_hint",
	"point_commentary_node",
	"point_viewcontrol",
	"func_precipitation",
	"func_team_wall",
	"shadow_control",
	"sky_camera",
	"scene_manager",
	"trigger_soundscape",
	"commentary_auto",
	"point_commentary_node",
	"point_commentary_viewpoint",
	"bot_roster",
	"info_populator",
	"", // END Marker
};
tf/tf_gamerules.cpp  
// Classnames of entities that are preserved across round restarts
static const char *s_PreserveEnts[] =
{
	"tf_gamerules",
	"tf_team_manager",
	"tf_player_manager",
	"tf_team",
	"tf_objective_resource",
	"keyframe_rope",
	"move_rope",
	"tf_viewmodel",
	"tf_logic_training",
	"tf_logic_training_mode",
#ifdef TF_RAID_MODE
	"tf_logic_raid",
#endif // TF_RAID_MODE
	"tf_powerup_bottle",
	"tf_mann_vs_machine_stats",
	"tf_wearable",
	"tf_wearable_demoshield",
	"tf_wearable_robot_arm",
	"tf_wearable_vm",
	"tf_logic_bonusround",
	"vote_controller",
	"monster_resource",
	"tf_logic_medieval",
	"tf_logic_cp_timer",
	"tf_logic_tower_defense",	// legacy
	"tf_logic_mann_vs_machine",
	"func_upgradestation",
	"entity_rocket",
	"entity_carrier",
	"entity_sign",
	"entity_saucer",
	"tf_halloween_gift_pickup",
	"tf_logic_competitive",
	"", // END Marker
};

Counter-Strike: Sourcecstrike/cs_gamerules.cpp


static const char *s_PreserveEnts[] =
{
	"ai_network",
	"ai_hint",
	"cs_gamerules",
	"cs_team_manager",
	"cs_player_manager",
	"env_soundscape",
	"env_soundscape_proxy",
	"env_soundscape_triggerable",
	"env_sun",
	"env_wind",
	"env_fog_controller",
	"func_brush",
	"func_wall",
	"func_buyzone",
	"func_illusionary",
	"func_hostage_rescue",
	"func_bomb_target",
	"infodecal",
	"info_projecteddecal",
	"info_node",
	"info_target",
	"info_node_hint",
	"info_player_counterterrorist",
	"info_player_terrorist",
	"info_map_parameters",
	"keyframe_rope",
	"move_rope",
	"info_ladder",
	"player",
	"point_viewcontrol",
	"scene_manager",
	"shadow_control",
	"sky_camera",
	"soundent",
	"trigger_soundscape",
	"viewmodel",
	"predicted_viewmodel",
	"worldspawn",
	"point_devshot_camera",
	"", // END Marker
};

Counter-Strike: Global Offensivecstrike15/cs_gamerules.cpp


static const char *s_PreserveEnts[] =
{
	"ai_network",
	"ai_hint",
	"cs_gamerules",
	"cs_team_manager",
	"cs_player_manager",
	"env_soundscape",
	"env_soundscape_proxy",
	"env_soundscape_triggerable",
	"env_sun",
	"env_wind",
	"env_fog_controller",
	"env_tonemap_controller",
	"env_cascade_light",
	"func_brush",
	"func_wall",
	"func_buyzone",
	"func_illusionary",
	"func_hostage_rescue",
	"func_bomb_target",
	"infodecal",
	"info_projecteddecal",
	"info_node",
	"info_target",
	"info_node_hint",
	"info_player_counterterrorist",
	"info_player_terrorist",
	"info_enemy_terrorist_spawn",
	"info_deathmatch_spawn",
	"info_armsrace_counterterrorist",
	"info_armsrace_terrorist",
	"info_map_parameters",
	"keyframe_rope",
	"move_rope",
	"info_ladder",
	"player",
	"point_viewcontrol",
	"point_viewcontrol_multiplayer",
	"scene_manager",
	"shadow_control",
	"sky_camera",
	"soundent",
	"trigger_soundscape",
	"viewmodel",
	"predicted_viewmodel",
	"worldspawn",
	"point_devshot_camera",
	"logic_choreographed_scene",
	"cfe_player_decal",
	"info_bomb_target_hint_A",
	"info_bomb_target_hint_B",
	"info_hostage_rescue_zone_hint",
	"generic_actor",
	"vote_controller",
	"wearable_item",
	"point_hiding_spot",
	"game_coopmission_manager",
	"chicken",
	"", // END Marker
};

Day of Defeat: Sourcedod/dod_gamerules.cpp


static const char *s_PreserveEnts[] =
{
	"player",
	"viewmodel",
	"worldspawn",
	"soundent",
	"ai_network",
	"ai_hint",
	"dod_gamerules",
	"dod_team_manager",
	"dod_player_manager",
	"dod_objective_resource",
	"env_soundscape",
	"env_soundscape_proxy",
	"env_soundscape_triggerable",
	"env_sprite",
	"env_sun",
	"env_wind",
	"env_fog_controller",
	"func_brush",
	"func_wall",
	"func_illusionary",
	"info_node",
	"info_target",
	"info_node_hint",
	"info_player_allies",
	"info_player_axis",
	"point_viewcontrol",
	"shadow_control",
	"sky_camera",
	"scene_manager",
	"trigger_soundscape",
	"info_dod_detect",
	"dod_team_allies",
	"dod_team_axis",
	"point_commentary_node",
	"dod_round_timer",
	"func_precipitation",
	"func_team_wall",
	"", // END Marker
};

Alien Swarmswarm/asw_gamerules.cpp


CAlienSwarm::CAlienSwarm()
{
	// set which entities should stay around when we restart the mission
	m_MapResetFilter.AddKeepEntity("worldspawn");
	m_MapResetFilter.AddKeepEntity("soundent");
	m_MapResetFilter.AddKeepEntity("asw_gamerules");
	m_MapResetFilter.AddKeepEntity("player");
	m_MapResetFilter.AddKeepEntity("asw_player");
	m_MapResetFilter.AddKeepEntity("player_manager");	
	m_MapResetFilter.AddKeepEntity("predicted_viewmodel");
	m_MapResetFilter.AddKeepEntity("sdk_team_manager");
	m_MapResetFilter.AddKeepEntity("scene_manager");
	m_MapResetFilter.AddKeepEntity("event_queue_saveload_proxy");
	m_MapResetFilter.AddKeepEntity("ai_network");
}

Code Dumps

Left 4 Dead Left 4 Dead

22/07/2021 - Steps: [IDA]
1. Search for theai_networkstring reference.
2. Bring up the XREFs of the reference.
3. Find the list that has bothsurvivor_botandlogic_versus_randomin it.


; "ai_network",
; "ai_hint",
; "cs_team_manager",
; "terror_gamerules",
; "terror_player_manager",
; "survivor_bot",
; "env_tonemap_controller",
; "env_tonemap_controller_infected",
; "env_tonemap_controller_ghost",
; "vote_controller",
; "env_soundscape",
; "env_soundscape_proxy",
; "env_soundscape_triggerable",
; "env_sun",
; "env_wind",
; "env_fog_controller",
; "func_wall",
; "func_buyzone",
; "func_illusionary",
; "func_hostage_rescue",
; "func_bomb_target",
; "infodecal",
; "info_projecteddecal",
; "info_node",
; "info_target",
; "info_node_hint",
; "info_player_counterterrorist",
; "info_player_terrorist",
; "info_map_parameters",
; "info_map_parameters_versus",
; "info_ladder",
; "func_simpleladder",
; "player",
; "point_viewcontrol",
; "scene_manager",
; "shadow_control",
; "sky_camera",
; "soundent",
; "trigger_soundscape",
; "viewmodel",
; "predicted_viewmodel",
; "worldspawn",
; "point_devshot_camera",
; "info_survivor_position",
; "logic_versus_random",

Left 4 Dead 2 Left 4 Dead 2

22/07/2021 - Steps: [IDA]
1. Search for theai_networkstring reference.
2. Bring up the XREFs of the reference.
3. Find the list that has bothsurvivor_botandlogic_versus_randomin it.


; "ai_network",
; "ai_hint",
; "cs_team_manager",
; "terror_gamerules",
; "terror_player_manager",
; "survivor_bot",
; "env_tonemap_controller",
; "env_tonemap_controller_infected",
; "env_tonemap_controller_ghost",
; "vote_controller",
; "env_soundscape",
; "env_soundscape_proxy",
; "env_soundscape_triggerable",
; "env_sun",
; "env_wind",
; "env_fog_controller",
; "func_wall",
; "infodecal",
; "info_projecteddecal",
; "info_node",
; "info_node_hint",
; "info_map_parameters",
; "info_map_parameters_versus",
; "info_ladder",
; "func_simpleladder",
; "player",
; "point_viewcontrol",
; "scene_manager",
; "shadow_control",
; "sky_camera",
; "soundent",
; "trigger_soundscape",
; "viewmodel",
; "predicted_viewmodel",
; "worldspawn",
; "point_devshot_camera",
; "weapon_scavenge_item_spawn",
; "logic_versus_random",