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.
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