Server plugins get an interface that lets them enumerate entities, take a look at the entityinfomanager global. It's in the server plugin sample, located in src\utils\serverplugin_sample.
FindEntityByClassname is the function you'll probably want to use. Op 7/10/2016 om 13:29 schreef Tom Schumann: > 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders