session_ functions (not session_open -- my mistake, but session_connect and session_close) remove everything and force me to use another level_load.
This is annoying, because it means I have to reset all global pointers, regenerate the level, and go through quite a bit of effort to get back to the state I was prior to leaving.
In the other thread where I initially asked the question, I brought up the example of Burnout Paradise where a player could be driving along in the big world and join someone else's game without interrupting the game flow at all -- as soon as they were connected, their cars were just placed in the players world. No level loads or anything.
It'd be really nice to be able to do this in GS. I don't know why we're forced to level_load, but I guessed it would have to do with the automatic entity synchronisation of the engine -- some GS users don't use this synchronisation at all, though, and do all communication through custom data packets.
Jibb