Entity index: Difference between revisions
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Tip:Worldspawn is always entity 0, while indices 1 to <maxplayers> are reserved for players.
Tip:Use ent_text command to find out what index specific entities have. It's displayed in round brackets.
Note:An entity index is not reliable between frames, as it can be freed from one entity and and reallocated to another at any time. Use
(→Usage) |
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{{tip|[[Worldspawn]] is always entity 0, while indices 1 to <[[maxplayers]]> are reserved for players.}} | {{tip|[[Worldspawn]] is always entity 0, while indices 1 to <[[maxplayers]]> are reserved for players.}} | ||
{{tip|Use {{command|ent_text}} command to find out what index specific entities have. It's displayed in round brackets.}} | |||
{{note|An entity index is not reliable between frames, as it can be freed from one entity and and reallocated to another at any time. Use <code>[[CHandle]]</code> for long-term storage.}} | {{note|An entity index is not reliable between frames, as it can be freed from one entity and and reallocated to another at any time. Use <code>[[CHandle]]</code> for long-term storage.}} | ||
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; Shared | ; Shared | ||
: <code>[[int]] [[CBaseEntity]]::entindex()</code> | : <code>[[int]] [[CBaseEntity]]::entindex()</code> | ||
; Server | ; Server | ||
: <code>[[edict_t]]* INDEXENT( int iEdictNum )</code> | : <code>[[edict_t]]* INDEXENT( int iEdictNum )</code> | ||
: <code>int ENTINDEX( edict_t* pEdict )</code> | : <code>int ENTINDEX( edict_t* pEdict )</code> | ||
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; Client | ; Client | ||
: <code>[[C_BaseEntity]] ClientEntityList().GetBaseEntity(int)</code> | : <code>[[C_BaseEntity]] ClientEntityList().GetBaseEntity(int)</code> | ||
== See also == | == See also == | ||
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* [[Edict]] | * [[Edict]] | ||
* [[Entity limit]] | * [[Entity limit]] | ||
* [[ent_text]] | |||
[[Category:Programming]] | [[Category:Programming]] |
Latest revision as of 05:06, 9 September 2024
An entity index is a unique integer given to every entity by the engine. It allows the same entity to be referred to across library boundaries, but will be different on the client and server unless an edict is used. Within the client and server, pointers to CBaseEntity
are more useful.
There can be up to 4096 entities in the index. The first 2048 entries are reserved for entities with edicts, which cross the client/server divide.



CHandle
for long-term storage.Usage
- Shared
int CBaseEntity::entindex()
- Server
edict_t* INDEXENT( int iEdictNum )
int ENTINDEX( edict_t* pEdict )
CEntInfo* gEntList.GetEntInfoPtrByIndex(int)
- Functions below are not available in Alien Swarm:
int engine->IndexOfEdict(edict_t)
edict_t engine->PEntityOfEntIndex(int)
(networked ents only)- Client
C_BaseEntity ClientEntityList().GetBaseEntity(int)