Alright, facing a new problem on this. The level successfully resets so long as all my timers have finished running, but if the player dies while the timer is still running, it keeps going and blocks the player from advancing. It's a timer sequence, so I wonder if that has something to do with it.
switch(GetLocalVarInt("GuardianStep2")) {
case 1:
CreateParticleSystemAtEntity("","ps_break_cavein.ps", "AreaGuardianCavein", false);
StartScreenShake(0.1f, RandFloat(0.15f,0.6f), 0, 0.1);
PlaySoundAtEntity("", "explosion_rock_large.snt", "AreaGuardianCavein", 0, false);
break;
[BOLLY, ANOTHER ROUND OF CASES MY FRIEND]
}
if(GetLocalVarInt("GuardianStep2") < 11) AddTimer("guardian2", fEventSpeed, "TimerGuardian2");
}
So yeah, that's everything. Like I said, if the two sequenced timers have stopped running, everything resets the way it should and runs again properly when I go through the level a second time. However, if the player dies while the sequences are still going, they are still going when the level resets too.