S PreserveEnts: Difference between revisions

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==Source Code==
== Behavior ==
==={{hl2dm|4}}===
If the game has round restart mechanics, a preserved entity may not behave as expected:
* On a new round entities with this classname will '''intentionally not reset'''. You can use {{ent|logic_auto}} to emulate resetting it.
* [[Kill]]ing it removes it forever, as '''it is not respawned''' on a new round.
* It cannot be spawned with a {{ent|point_template}}.
* Parenting this with non-preserved entities may have [[Counter-Strike Source Entity Overview#Counter-Strike Round Restarts|undesirable effects]].
 
== Lists ==
===Source Code===
===={{hl2dm|4}}====
{{Expand|title={{mono|hl2mp/hl2mp_gamerules.cpp}}|
{{Expand|title={{mono|hl2mp/hl2mp_gamerules.cpp}}|
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
Line 93: Line 101:
}}
}}


==={{portal|4}}===
===={{portal|4}}====
{{Expand|title={{mono|portal/portal_mp_gamerules.cpp}}|
{{Expand|title={{mono|portal/portal_mp_gamerules.cpp}}|
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
Line 141: Line 149:
}}
}}


==={{portal2|4}}===
===={{portal2|4}}====
{{Expand|title={{mono|portal/portal_mp_gamerules.cpp}}|
{{Expand|title={{mono|portal/portal_mp_gamerules.cpp}}|
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
Line 189: Line 197:
}}
}}


==={{tf2|4}}===
===={{tf2|4}}====
{{Expand|title={{mono|teamplayroundbased_gamerules.cpp}}|
{{Expand|title={{mono|teamplayroundbased_gamerules.cpp}}|
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
Line 269: Line 277:
};</syntaxhighlight>}}
};</syntaxhighlight>}}


==={{css|4}}===
===={{css|4}}====
{{expand|title={{mono|cstrike/cs_gamerules.cpp}}|
{{expand|title={{mono|cstrike/cs_gamerules.cpp}}|
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
Line 318: Line 326:
}}
}}


==={{csgo|4}}===
===={{csgo|4}}====
{{expand|title={{mono|cstrike15/cs_gamerules.cpp}}|
{{expand|title={{mono|cstrike15/cs_gamerules.cpp}}|
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
Line 385: Line 393:
}}
}}


==={{dods|4}}===
===={{dods|4}}====
{{expand|title={{mono|dod/dod_gamerules.cpp}}|
{{expand|title={{mono|dod/dod_gamerules.cpp}}|
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
Line 432: Line 440:
}}
}}


==={{as|4}}===
===={{as|4}}====
{{expand|title={{mono|swarm/asw_gamerules.cpp}}|
{{expand|title={{mono|swarm/asw_gamerules.cpp}}|
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
Line 453: Line 461:
}}
}}


==Code Dumps==
===Code Dumps===
To find the {{mono|S_PreserveEnts}} whitelist in the Left 4 Dead games in IDA:
To find the {{mono|S_PreserveEnts}} whitelist in the Left 4 Dead games in IDA:
# Search for the {{ent|ai_network}} string reference.
# Search for the {{ent|ai_network}} string reference.
Line 459: Line 467:
# Search for the list that includes {{ent|survivor_bot}} and {{ent|logic_versus_random}}.
# Search for the list that includes {{ent|survivor_bot}} and {{ent|logic_versus_random}}.


==={{l4d|4}}===
===={{l4d|4}}====
{{expand|
{{expand|
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
Line 510: Line 518:
}}
}}


==={{l4d2|4}}===
===={{l4d2|4}}====
{{expand|
{{expand|
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">

Revision as of 10:54, 2 May 2025

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In multiplayer Source Source games, all entities are set back to their defaults during a round reset by removing and immediately respawning them, unless their current classnames matches an entry in the s_PreserveEnts whitelist. Whitelisted entities either have special code to handle the reset process or none at all, and the entity is therefore considered not ideal for removal.

Some whitelisted entities may not properly account for round resets and are likely to carry their previous properties over to the next round, such as their origins.

Note.pngNote:Some games might not have any way to reset the round (even through mp_forcewin or mp_restartgame commands).
Note.pngNote:Contexts aren't preserved between round restart even for preserved entities  (tested in: Left 4 Dead 2)
Games Counter-Strike: Source Half-Life: Source Half-Life Deathmatch: Source Half-Life 2 Half-Life 2: Deathmatch Day of Defeat: Source Half-Life 2: Episode One Half-Life 2: Episode Two Portal Team Fortress 2 Left 4 Dead Left 4 Dead 2 Alien Swarm Portal 2 Counter-Strike: Global Offensive
Has Whitelist Yes No No No Yes Yes No No Yes Yes Yes (Disassembly) Yes Yes Yes

Behavior

If the game has round restart mechanics, a preserved entity may not behave as expected:

  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.

Lists

Source Code

Half-Life 2: Deathmatch Half-Life 2: Deathmatch

hl2mp/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
};

Portal Portal

portal/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
};

Portal 2 Portal 2

portal/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 Team Fortress 2

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",
	"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",
	"tf_wearable_razorback",
	"entity_soldier_statue",
	"", // END Marker
};

Counter-Strike: Source Counter-Strike: Source

cstrike/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 Offensive Counter-Strike: Global Offensive

cstrike15/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: Source Day of Defeat: Source

dod/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 Swarm Alien Swarm

swarm/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

To find the S_PreserveEnts whitelist in the Left 4 Dead games in IDA:

  1. Search for the ai_network string reference.
  2. Bring up all applicable XREFs.
  3. Search for the list that includes survivor_bot and logic_versus_random.

Left 4 Dead Left 4 Dead

; "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

; "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",