Difference between revisions of "S PreserveEnts"

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(stub-ed it)
 
Line 12: Line 12:
 
|Affects:
 
|Affects:
 
||{{style|color:green|Yes}}
 
||{{style|color:green|Yes}}
||{{style|color:yellow|Unsure}}
+
||{{style|color:green|Yes}}
 
||{{style|color:green|Yes}}
 
||{{style|color:green|Yes}}
 
||{{style|color:green|Yes}}
 
||{{style|color:green|Yes}}
Line 199: Line 199:
 
"worldspawn",
 
"worldspawn",
 
"point_devshot_camera",
 
"point_devshot_camera",
 +
"", // END Marker
 +
};
 +
</pre>
 +
=={{csgo}}csgo/cs_gamerules.cpp==
 +
<pre>
 +
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
 
"", // END Marker
 
};
 
};

Latest revision as of 07:07, 3 June 2020

In multiplayer Source games, when a round is reset in some way, all entities are deleted and then respawned to quickly reset the map. However, a list of entities to not reset exists. Usually these entities have special code to handle the resetting process. The player entity 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.

To do: Attempt to finish this table. Some games might not have any way to reset the round (even through mp_forcewin or mp_restartgame).

<Alien Swarm> <Counter-Strike: Global Offensive> <Counter-Strike: Source> <Day of Defeat: Source> <Half-Life 2> HL2:DM HL2:Ep1 HL2:Ep2 <Left 4 Dead> <Left 4 Dead 2> [Portal] [Portal 2] <Team Fortress 2>
Affects: Yes Yes Yes Yes N/A Yes N/A N/A Unsure Unsure Yes Unsure Yes

<Half-Life 2>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_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>tf/tf_gamerules.cpp

static const char *s_PreserveEnts[] =
{
	"tf_gamerules",
	"tf_team_manager",
	"tf_player_manager",
	"tf_team",
	"tf_objective_resource",
	"keyframe_rope",
	"move_rope",
	"tf_",
        "tf_logic_training",
	"tf_logic_training_mode",
        "tf_powerup_bottle",
	"tf_mann_vs_machine_stats",
        "tf_viewmodel"
        "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",
        "func_upgradestation",
	"entity_rocket",
        "entity_carrier",
	"entity_sign",
        "entity_saucer",
        "tf_halloween_gift_pickup",
        "tf_logic_competitive",
        "tf_wearable_razorback",
};

<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>csgo/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>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>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");
}