I looked at the plugin source. If I had to take a guess (without doing any testing), it would be that multiple timers are being created if e.g. two survivors die in rapid succession.
Example: Nick and Rochelle are left. Rochelle is down by a horde and Nick is being chased by the witch. Rochelle dies at t=7.1, DeathCheck() executes and starts a 3.0 second timer. Nick dies at t=7.3, DeathCheck() executes again and starts another 3.0 second timer.
At t=10.1, all survivors are dead, and Timer_DeathCheck will execute scenario_end. At t=10.3, Timer_DeathCheck executes scenario_end a second time. If I had to guess, it is calling scenario_end twice that is causing the problem.
If I had to field a second guess, maybe DeathCheck() is being called before the survivors have spawned, and it's executing scenario_end before the round begins?
Personally, I never liked scenario_end. Executing server commands can cause weird things to happen; I remember in the Source engine game Vampire: The Masquerade - Bloodlines, if you were to execute a changelevel in the console, you would lose all your stats and experience!
In my experience, all you have to do is make sure director_no_death_check is 0 for at least 1.5 seconds when a round starts. No more "all dead glitch" and no need to execute scenario_end. I modified CGE's plugin to do this and posted it in post
#66 of this thread, so for any server admins who are currently having trouble with this plugin, you could give mine a try.
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