This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is there any way to remove an entity for real, such that it doesn't even get called in AddToFullPack? Try as I might, I'm still seeing my "deleted" entities going through AddToFullPack. I must be working too hard or something, because I I can't stop my custom entities (based off CBaseEntity) from being processed by the engine.
I've tried UTIL_Remove, tried MakeDormant(), tried manually setting FL_KILLME and/or FL_DORMANT, and also the mysterious REMOVE_ENTITY, but nothing seems to work. Maybe the engine is deleting my C++ classes, but recycling the pevs at it's own discretion? I've got to be doing something stupid here... -Charlie -- Charlie Cleveland Game programmer and designer http://www.natural-selection.org http://overmind.org -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

