Entity index: Difference between revisions
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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
Confirm:An existing entity's index cannot be changed.
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An '''entity index''' is a unique [[integer]] given to every entity by the engine. It allows the same entity to be referred to across DLL boundaries. | An '''entity index''' is a unique [[integer]] given to every entity by the engine. It allows the same entity to be referred to across DLL boundaries; elsewhere a [[pointer]] is more useful. | ||
[[Entity limit|There can be up to 4096 entities in the index]]. The first 2048 entries are reserved for entities with [[edict]]s, which cross the client/server divide. | [[Entity limit|There can be up to 4096 entities in the index]]. The first 2048 entries are reserved for entities with [[edict]]s, which cross the client/server divide. | ||
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== Usage == | == Usage == | ||
* [[Entity]]: <code>entindex()</code>. | |||
* [[Edict]]: <code>[[IVEngineServer|engine]]->IndexOfEdict()</code>. | |||
{{confirm|An existing entity's index cannot be changed.}} | |||
== See also == | == See also == |
Revision as of 05:36, 19 October 2010
An entity index is a unique integer given to every entity by the engine. It allows the same entity to be referred to across DLL boundaries; elsewhere a pointer is 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
