S PreserveEnts: Difference between revisions
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{{DISPLAYTITLE:s_PreserveEnts}} | {{DISPLAYTITLE:s_PreserveEnts}} | ||
{{lang|S_PreserveEnts}} | {{lang|S_PreserveEnts}} | ||
{{stub}} | |||
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. | 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. | ||
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== Source Code == | == Source Code == | ||
==={{ | ==={{hl2dm|4}}=== | ||
{{ | {{Expand|title=<code>hl2mp/hl2mp_gamerules.cpp</code>| | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
static const char *s_PreserveEnts[] = | static const char *s_PreserveEnts[] = | ||
| Line 89: | Line 89: | ||
}} | }} | ||
==={{portal}} | ==={{portal|4}}=== | ||
{{ | {{Expand|title=<code>portal/portal_mp_gamerules.cpp</code>| | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
static const char *s_PreserveEnts[] = | static const char *s_PreserveEnts[] = | ||
| Line 137: | Line 137: | ||
}} | }} | ||
==={{tf2}} | ==={{tf2|4}}=== | ||
{| | {{Expand|title=<code>teamplayroundbased_gamerules.cpp</code>| | ||
| | <syntaxhighlight lang="cpp"> | ||
// Classnames of entities that are preserved across round restarts | // Classnames of entities that are preserved across round restarts | ||
static const char *s_PreserveEnts[] = | static const char *s_PreserveEnts[] = | ||
| Line 176: | Line 175: | ||
"info_populator", | "info_populator", | ||
"", // END Marker | "", // END Marker | ||
};</syntaxhighlight> | };</syntaxhighlight>}} | ||
{{Expand|title=<code>tf/tf_gamerules.cpp</code>| | |||
<syntaxhighlight lang="cpp"> | |||
// Classnames of entities that are preserved across round restarts | // Classnames of entities that are preserved across round restarts | ||
static const char *s_PreserveEnts[] = | static const char *s_PreserveEnts[] = | ||
| Line 215: | Line 216: | ||
"tf_logic_competitive", | "tf_logic_competitive", | ||
"", // END Marker | "", // END Marker | ||
};</syntaxhighlight> | };</syntaxhighlight>}} | ||
==={{css}} | ==={{css|4}}=== | ||
{{ | {{Expand|title=<code>cstrike/cs_gamerules.cpp</code>| | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
static const char *s_PreserveEnts[] = | static const char *s_PreserveEnts[] = | ||
| Line 267: | Line 267: | ||
}} | }} | ||
==={{csgo}} | ==={{csgo|4}}=== | ||
{{ | {{Expand|title=<code>cstrike15/cs_gamerules.cpp</code>| | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
static const char *s_PreserveEnts[] = | static const char *s_PreserveEnts[] = | ||
| Line 334: | Line 334: | ||
}} | }} | ||
==={{dods}} | ==={{dods|4}}=== | ||
{{ | {{Expand|title=<code>dod/dod_gamerules.cpp</code>| | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
static const char *s_PreserveEnts[] = | static const char *s_PreserveEnts[] = | ||
| Line 381: | Line 381: | ||
}} | }} | ||
==={{as}} | ==={{as|4}}=== | ||
{{ | {{Expand|title=<code>swarm/asw_gamerules.cpp</code>| | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
CAlienSwarm::CAlienSwarm() | CAlienSwarm::CAlienSwarm() | ||
| Line 403: | Line 403: | ||
== Code Dumps == | == Code Dumps == | ||
=== {{l4d}} | === {{l4d|4}} === | ||
22/07/2021 - Steps: [IDA]<br> | 22/07/2021 - Steps: [IDA]<br> | ||
1. Search for the<code>ai_network</code>string reference.<br> | 1. Search for the<code>ai_network</code>string reference.<br> | ||
2. Bring up the XREFs of the reference.<br> | 2. Bring up the XREFs of the reference.<br> | ||
3. Find the list that has both<code>survivor_bot</code>and<code>logic_versus_random</code>in it. | 3. Find the list that has both<code>survivor_bot</code>and<code>logic_versus_random</code>in it. | ||
{{ | {{Expand| | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
; "ai_network", | ; "ai_network", | ||
| Line 458: | Line 458: | ||
}} | }} | ||
=== {{l4d2}} | === {{l4d2|4}} === | ||
22/07/2021 - Steps: [IDA]<br> | 22/07/2021 - Steps: [IDA]<br> | ||
1. Search for the<code>ai_network</code>string reference.<br> | 1. Search for the<code>ai_network</code>string reference.<br> | ||
2. Bring up the XREFs of the reference.<br> | 2. Bring up the XREFs of the reference.<br> | ||
3. Find the list that has both<code>survivor_bot</code>and<code>logic_versus_random</code>in it. | 3. Find the list that has both<code>survivor_bot</code>and<code>logic_versus_random</code>in it. | ||
{{ | {{Expand| | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
; "ai_network", | ; "ai_network", | ||
Revision as of 13:57, 18 May 2022
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.
mp_forcewinormp_restartgamecommands).| Games | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Has Whitelist | Yes | Yes | Yes | Yes | No | Yes | No | No | Dissembler | Dissembler | Yes | Unsure | Yes |
Source Code
Half-Life 2: Deathmatch
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
};
|
Portal
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
// 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
};
|
// 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: Source
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 Offensive
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: Source
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 Swarm
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
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
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",
|