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:In most games,
Source can have up to 2048 edicts allocated at any one time. Going over will cause the engine to crash with an error message.
Note:This limit is raised to 4096 in
Portal 2 and 8192 in
Garry's Mod and
Portal 2: Community Edition.
Counter-Strike: Global Offensive and
Team Fortress 2 have the default limit of 2048.
Tip:
GoldSrc has a maximum of 1200 edicts by default (900 prior to 25th anniversary update), but this can be raised to 2048 in a mod by editing its liblist.gam to include the line edicts "2048".
Confirm:What about
Sven Co-op?
Tip:
Thunder4ik (talk | contribs) m (→Limitations: clean up, replaced: {{GoldSrc → {{gldsrc) |
Thunder4ik (talk | contribs) m (→Avoiding: Unicodifying) |
||
Line 18: | Line 18: | ||
<source lang=cpp>CMyEntity() : CBaseEntity(true) { /* your constructor code */ }</source> | <source lang=cpp>CMyEntity() : CBaseEntity(true) { /* your constructor code */ }</source> | ||
{{tip|<code>CServerOnlyEntity</code> already does this. <code>[[CLogicalEntity]]</code> inherits, and as such none of Valve's [[Special:PrefixIndex/ | {{tip|<code>CServerOnlyEntity</code> already does this. <code>[[CLogicalEntity]]</code> inherits, and as such none of Valve's [[Special:PrefixIndex/logic|logic entities]] or [[:Category:Constraints|VPhysics constraints]] have edicts.}} | ||
Edict-less entities count toward non-networked entity limit, which is also 2048. | Edict-less entities count toward non-networked entity limit, which is also 2048. |
Revision as of 15:04, 7 January 2024
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.