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. > >>>> _______________________________________________ > >>>> 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders