UTIL PlayerByIndex: Difference between revisions
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{{ | {{DISPLAYTITLE:UTIL_PlayerByIndex}} | ||
This function will return a CBasePlayer pointer to an [[entity]] based on the networked entity index which is passed in as a first parameter. The [[edict]] indices in the range 1 to gpGlobals->maxClients are reserved for players; all networked, non-player entities will be assigned to an index higher than gpGlobals->maxClients. | This function will return a [[CBasePlayer]] [[pointer]] to an [[entity]] based on the networked entity index which is passed in as a first parameter. The [[edict]] indices in the range 1 to gpGlobals->maxClients are reserved for players; all networked, non-player entities will be assigned to an index higher than gpGlobals->maxClients. | ||
== | == Usage == | ||
<source lang=cpp> | <source lang=cpp> | ||
CBasePlayer *UTIL_PlayerByIndex( int entindex ); | CBasePlayer *UTIL_PlayerByIndex( int entindex ); | ||
</source> | </source> | ||
== | == Examples == | ||
The following code can be used to safely iterate all player entities: | The following code can be used to safely iterate all player entities: | ||
<source lang=cpp> | <source lang=cpp> |
Latest revision as of 00:27, 5 December 2011
This function will return a CBasePlayer pointer to an entity based on the networked entity index which is passed in as a first parameter. The edict indices in the range 1 to gpGlobals->maxClients are reserved for players; all networked, non-player entities will be assigned to an index higher than gpGlobals->maxClients.
Usage
CBasePlayer *UTIL_PlayerByIndex( int entindex );
Examples
The following code can be used to safely iterate all player entities:
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!pPlayer || !pPlayer->IsPlayer())
continue;
[...]
}