Edict t: Difference between revisions
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Note:An edict is not reliable between frames, as it can be freed from one entity and and reallocated to another at any time. Use
Warning:Never modify
Warning:Source can have up to 4096 edicts allocated at any one time. Going over will cause the engine to exit with an error message.
Tip:
No edit summary |
(So 2048 or 4096?) |
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{{warning|Never modify <code>edict_t</code> or <code>CBaseEdict</code>. If the memory footprint of either changes, engine DLLs will start accessing invalid addresses.}} | {{warning|Never modify <code>edict_t</code> or <code>CBaseEdict</code>. If the memory footprint of either changes, engine DLLs will start accessing invalid addresses.}} | ||
== | == Limitations == | ||
{{warning|Source can have [[entity limit|up to 4096]] edicts allocated at any one time. Going over will cause the engine to exit with an error message.}} | |||
Source can have [[entity limit|up to | |||
== Avoiding == | == Avoiding == |
Revision as of 03:04, 11 April 2023
edict_t
("entity dictionary") is an interface struct that allows entities to cross the client/server divide: with one attached, an entity has the same index at both ends. The edict also manages the state of the entity's DataTable and provides a common representation across all DLLs. It cannot be used on the client.

CHandle
for long-term storage.
edict_t
or CBaseEdict
. If the memory footprint of either changes, engine DLLs will start accessing invalid addresses.Limitations

Avoiding
Edicts are assigned by CBaseEntity::PostConstructor()
. If your entity won't ever need to be transmitted to the client, construct it like so:
CMyEntity() : CBaseEntity(true) { /* your constructor code */ }

CServerOnlyEntity
already does this. CLogicalEntity
inherits, and as such none of Valve's logic entities or VPhysics constraints have edicts.Edict-less entities count toward non-networked entity limit, which is also 2048.
Getting
edict_t* CBaseEntity::edict()
- Simple accessor. Returns null if there is no edict.
edict_t* INDEXENT( int iEdictNum )
int ENTINDEX( edict_t* pEdict )
- Converts between an entity index and its attached edict.
int GetEntityCount()
- Returns the current number of assigned edicts (not entities).
Setting
void CBaseEntity::NetworkProp()->AttachEdict(edict_t* pRequiredEdict);
- Assigns an edict via the entity's
CServerNetworkProperty
object. Pass NULL unless a specific edict is required. void CBaseEntity::NetworkProp()->DetachEdict()
- Detaches the entity's assigned edict. It will go back into the edict pool for re-use.
Notable members
CBaseEntity* GetUnknown()->GetBaseEntity()
- Pointer to the entity's local representation.
char* GetClassName()
- The classname of the assigned entity.
bool IsFree()
- Whether there is currently an entity assigned to this edict.
float freetime
- The server timestamp at which the edict was last freed. Can be used to avoid reallocating the edict immediately.
bool HasStateChanged()
- Whether anything in the DataTable needs transmission.
void StateChanged()
- Tell the edict of a change to the entity's DataTable that needs transmission.
IServerEntity* GetIServerEntity()
IServerNetworkable* GetNetworkable()
ICollideable* GetCollideable()
- Accessors to various interfaces.