Okay I've had a quite look and I think I've figured out how it all works - my next question is how do I find an entity with a given classname or id or whatever? I've had a bit of a look through the server code but can't quite figure it and I've looked where I thought it might be based on my knowledge of GoldSource but still haven't found an equivalent to pfnFindEntityByString.
On 7 October 2016 at 18:52, Tom Schumann <schumann....@gmail.com> wrote: > 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. >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> > >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders