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.
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