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Is there any way to remove an entity for real, such that it doesn't even get called in 
AddToFullPack?  Try as I might, I'm still seeing my "deleted" entities going through 
AddToFullPack.  I must be working too hard or something, because I I can't stop my 
custom entities (based off CBaseEntity) from being processed by the engine.

I've tried UTIL_Remove, tried MakeDormant(), tried manually setting FL_KILLME and/or 
FL_DORMANT, and also the mysterious REMOVE_ENTITY, but nothing seems to work.  Maybe 
the engine is deleting my C++ classes, but recycling the pevs at it's own discretion?

I've got to be doing something stupid here...

-Charlie
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Charlie Cleveland
Game programmer and designer
http://www.natural-selection.org
http://overmind.org
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