UTIL PlayerByIndex: Difference between revisions
Jump to navigation
Jump to search
m (Formatting/Cleanup) |
m (please be sure to add links when writing articles) |
||
Line 1: | Line 1: | ||
{{wrongtitle|UTIL_PlayerByIndex}} | {{wrongtitle|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 == | == Usage == |
Revision as of 01:07, 12 April 2011
Template:Wrongtitle 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;
[...]
}