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Replay Fidelity

unicbm edited this page Jul 30, 2026 · 3 revisions

Replay Fidelity and Handoff

Defaults

Layer Command
Route/loadout dtr_align default
Identity dtr_replay_identity steam
Scoreboard dtr_match off
Cosmetics dtr_cosmetics off
Handoff dtr_handoff death_contact_c4 slot
Partial lineup dtr_partial 1

dtr_align default enables weapons, projectiles, crosshair, and left-hand desired state. handoff_safe disables only left-hand desired writes. Core movement remains on the native movement/input path.

Identity

Mode Result
off Native bot presentation
name Demo name only
steam Demo name + SteamID64
avatar steam + validated manifest PNG when available

Use name or off if the original player is connected. BotHider is bundled; do not install another presentation publisher beside DemoTracerBotHider.

Handoff

death_contact_c4 slot releases:

  • one slot on that replay bot's death, kill, or current enemy contact;
  • all replay slots when C4 is planted.

Native AI shadow-updates during replay. Handoff clears replay locks and residual movement/jump input before returning control. It does not invent private enemy or aim state.

dtr_handoff_360 on 420 los keeps native replay-time 360 perception enabled. Ray-Trace only strengthens the compatibility fallback LOS check.

Ownership

  • BotController owns replay movement/input only for the active replay lease.
  • BotHider authenticates and publishes identity for validated replay bots.
  • Optional BotRandomizer writes require its v1 field lease plus authenticated BotHider identity; missing providers fail closed.
  • Agent, knife, and gloves are identity fields while leased. Ordinary weapon fields require positive demo evidence.

Scoreboard and cosmetic presentation do not change movement playback.

Caution

Cosmetic alignment is default-off. Bot-only inventory mutation is not a Valve policy exemption when humans can observe, possess, inspect, or use the bot.

Cleanup

  • dtr_stop slot <slot>: release replay control for one slot.
  • dtr_stop all: clear replay control and scheduling.
  • dtr_unload <slot>: also release the buffer and persistent presentation.

Stop, handoff, finish, failure, disconnect, map change, and plugin unload must not leave replay input or ownership behind.

See the canonical command reference.

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