Ah thanks - very helpful. Just need to find where this is in the Orange Box
code now...

On 8 October 2016 at 02:31, Sam Vanheer <duo...@hotmail.com> wrote:

> 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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