Yeah okay, I was thinking that looping through each entity might end up being the way to go. I guess class name isn't exposed though edict_t, and it might be hard to find the entity id but I'm sure it's there somewhere.
On 8 October 2016 at 07:36, Sam Vanheer <duo...@hotmail.com> wrote: > That interface appears to be new with the 2013 version of the SDK. > > You could try using the engine global's PEntityOfEntIndex to get each > entity and then manually convert to CBaseEntity using > edict_t::GetUnknown, and then calling GetBaseEntity. > > You'll have to manually check the classname, which again is mod specific > based on class layout, but it's not impossible. > > > Op 7/10/2016 om 23:23 schreef Tom Schumann: > > 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. > >>>>>>> _______________________________________________ > >>>>>>> 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 > > > > > _______________________________________________ > 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