s_PreserveEnts

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In multiplayer Source games, during a round reset, all entities are resetted by being deleted then quickly respawned, unless they are under a whitelist. Usually these entities have special code to handle the resetting process, or isn't ideal to be. Theplayerentity for example, should not ever be erased unless the client disconnects from the server.

Some entities in this list however, do not have any code for handling round resets, so when the reset occurs, those entities will behave in unwanted ways as they have carried over all their properties (including position) from the last round.

Todo: Attempt to finish this table. Some games might not have any way to reset the round (even through mp_forcewin or mp_restartgame).
!Template:Pergame
Affects: Yes Yes Yes Yes N/A Yes N/A N/A Unsure From code dump 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 2tf/tf_gamerules.cpp


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",
	"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_logic_raid",
	"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",
	"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 2 Left 4 Dead 2

21/07/2021 - Address107A8D64is to be jumped to.


* 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,