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hmm...

I just looked through that code that gus posted and i was kind of ...
confuzzled.

the part that is making me bang my head on my keyboard is you having created
an entity, for what seems to have only one purpose, being to respawn all the
entities. I think thats needless and is easy to be handled in the game
rules. But i am up for reasoning. this might be why its acting goofy. but
something to note, if you dont precache_register your entity, it will allow
you to a) have no entity called if the mapper leaves it out. b) not restart
if the mapper leaves it out. I can see that you know about it, by the code
that has been written, but again, im confused as to why you dont have it in
the gamerules...

http://www.sourcewiki.org/wiki/index.php/Resetting_the_Map

go back to the basics and relax a bunch. you just have to port this over to
hl2mp or whatever build you are using.

Help me help you.

On 2/18/06, Jason Houston <[EMAIL PROTECTED]> wrote:
>
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> [ Picked text/plain from multipart/alternative ]
> as you can see from this part
>
> MapEntity_ParseAllEntities( engine->GetMapEntitiesString() ,
> &filter, true);
>
>       // print a message to all clients telling them that the round is
> restarting
>       UTIL_ClientPrintAll( HUD_PRINTCENTER, "Round restarting..." );
>
> it's based on the same code you used. I put this in BG2, and it's working
> with the rest of our reset code. Take a look at the svn repo of the code
> svn://bgmod.com/code/trunk
>
>
> --
> Draco
> --
>
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>


--
Robert I Chatman
Project Lead - White
Lead Programmer - Birthstar: Frontline
--

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