Many thanks - I'll look into the AcceptInput method (there are no Linux
binaries for what I'm working on but hopefully I can find it in the vtable).

On 6 October 2016 at 23:41, Sam Vanheer <duo...@hotmail.com> wrote:

> I looked around a bit and found nothing that can be used to trigger
> entities from plugins. The code for I/O is in the game libraries, but no
> interfaces appear to be exported for use in server plugins.
>
> If you're making a plugin for a specific mod and the authors are
> willing, you can ask for new interfaces to be added to allow for it.
> They'll need to allow access to g_EventQueue to enable triggering.
>
>
> The only possible alternative i see is calling CBaseEntity::AcceptInput.
> This is a virtual function, so it's callable.
>
> You can get the CBaseEntity pointer through some of the interfaces, but
> there is no guarantee that every mod has that function in the same place
> in the class's vtable.
>
> If you're willing to experiment and make mod-specific configs then this
> may be your only other option. I suggest looking into SourceMod to find
> out how to call this function, since they've probably got the code for
> it already.
>
>
> Op 3/10/2016 om 3:25 schreef Tom Schumann:
> > Is it possible to trigger an entity from plugin code? If there is, how is
> > it done? I'd look up how some Half-Life 2 game entity does it but I'm not
> > overly familiar with Half-Life 2's entity set to know which entity to
> look
> > at.
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