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:Limits for
Counter-Strike: Global Offensive and
Team Fortress 2 are up to 4096 edicts allocated at any one time... Going over will cause the engine to exit with an error message.
Tip:
(So 2048 or 4096?) |
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== Limitations == | == Limitations == | ||
{{warning| | {{warning|Limits for {{csgo|2}} and {{tf2|2}} are [[entity limit|up to 4096]] edicts allocated at any one time... Going over will cause the engine to exit with an error message.}} | ||
== Avoiding == | == Avoiding == | ||
Revision as of 03:06, 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
CServerNetworkPropertyobject. 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.