Hm, looks like this isn't exposed through the Orange Box code - it looks
like the FindEntityByX functions that I can find operate on some sort of
global entity list rather than through some exposed interface - is that
right?

On 8 October 2016 at 06:41, Tom Schumann <schumann....@gmail.com> wrote:

> 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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