Entity index: Difference between revisions
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Tip:Worldspawn is always entity 0, while indices 1 to <maxplayers> are reserved for players.
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
m (→Usage) |
(→Usage: removed the {{confirm}} cause a note at the top of the page says that the confirm is wrong, wrong, wrong.) |
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Line 20: | Line 20: | ||
; Client | ; Client | ||
: <code>[[C_BaseEntity]] ClientEntityList().GetBaseEntity(int)</code> | : <code>[[C_BaseEntity]] ClientEntityList().GetBaseEntity(int)</code> | ||
== See also == | == See also == |
Revision as of 02:27, 24 May 2018
An entity index is a unique integer given to every entity by the engine. It allows the same entity to be referred to across library boundaries, but will be different on the client and server unless an edict is used. Within the client and server, pointers to CBaseEntity
are 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
- Shared
int CBaseEntity::entindex()
- Server
edict_t* INDEXENT( int iEdictNum )
int ENTINDEX( edict_t* pEdict )
CEntInfo* gEntList.GetEntInfoPtrByIndex(int)
- Functions below are not available in Alien Swarm:
int engine->IndexOfEdict(edict_t)
edict_t engine->PEntityOfEntIndex(int)
(networked ents only)- Client
C_BaseEntity ClientEntityList().GetBaseEntity(int)