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ReGameDLL_CS resets all (or at least most) entities at the start of each round, while the original engine doesn't. It only resets doors, lights, breakables, and a few more.
Some maps were designed with reset features and events at the start of a round and assumed the behavior of the original engine, so with Regamedll, they experience unexpected behavior.
I request and propose a solution to ensure full compatibility with these maps by allowing the server administrator to configure the entity reset to the original behavior via a command:
For example: sv_regamedll_reset_all_entities 0|1
value: 1 for ReGameDLL behavior (default)
value: 0 original behavior
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Hello,
ReGameDLL_CS resets all (or at least most) entities at the start of each round, while the original engine doesn't. It only resets doors, lights, breakables, and a few more.
Some maps were designed with reset features and events at the start of a round and assumed the behavior of the original engine, so with Regamedll, they experience unexpected behavior.
I request and propose a solution to ensure full compatibility with these maps by allowing the server administrator to configure the entity reset to the original behavior via a command:
For example:
sv_regamedll_reset_all_entities 0|1
value: 1 for ReGameDLL behavior (default)
value: 0 original behavior
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