I just did a test of creating an info_player_deathmatch entity
(Terrorist spawn point in CS) and had no server crash. I was also able
to remove the spawn point without a crash. I can not guarantee that hlds
actually would use the spawn point since I have no easy way of testing
that functionality.

I looked back in the emails and found your original question David
posted on 2/15/2004 about your deathmatch mod. My geuss your problem
steamed from:

" I have tried blocking REMOVE_ENTITY calls from the CS Engine, and that
sort of works... not.  CS is still making illegal calls (and apparently,
doesn't check to see if they're valid or not)."

The basic rule seems to be create it through api calls, free it through
api calls. Don't tamper with its free mechanism or pointers will get
unhappy :)

I can see blocking the REMOVE_ENTITY call as a procedure that would get
the cache out of sync.

Hope this helps.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson
Sent: Friday, April 30, 2004 12:01 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Removing entities

No, they don't.  As has been stated before, they are cached internally.
When I delete or add spawns, I get spawned at 0,0,0 and then the game
crashes.  You can CREATE_NAMED_ENTITY() just about anything but a spawn
point, and you can REMOVE_ENTITY() only things you created with
CREATE_NAMED_ENTITY().  This may have changed since I first found this
out
(mid February), but try it yourself...

     -----David "BAILOPAN" Anderson

On Fri, 30 Apr 2004, Deadman Standing wrote:

> >>1] You cannot add new spawns dynamically to CS 1.6 anymore.
> >>2] You cannot remove spawns dynamically from CS 1.6 anymore.
>
> Double check how you were creating entities as CREATE_NAMED_ENTITY()
and
> REMOVE_ENTITY() work fine in CS 1.6.
>
>
>
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