It appears to be working fine here in TF2. It returns the number of allocated edicts, i.e. the max number you need to loop up to and check if they're valid to get all valid edicts, it's an optimisation over using MAX_EDICTS directly.
It will only increase during the course of a map, which is why the "Early Warning" system has an option to restart the map, as that's when edicts get reallocated and the count reset. Regards, Asher On Sat, Jun 2, 2012 at 11:25 AM, Saul Rennison <[email protected]> wrote: > A suggested hack would to be to manually iterate from [0-MAX_EDICTS) and > count all edicts which aren't free. > > On Saturday, June 2, 2012, Kyle Sanderson wrote: > >> GetEntityCount appears to be static for the duration of a round in both >> CS:S and CS:GO. This creates a lot of issues for the new changes to >> Ed_Alloc (In Source 2009) and the "Early Warning" system as it doesn't >> function because the internal variable is never updated. As this is appears >> to be in the engine, I'm guessing it's not actually working in Every Source >> game. Can anyone confirm in other games? Any suggested hacks? >> >> This is fairly easy to verify. Call GetEntityCount, destroy, or buy some >> new weapons, call GetEntityCount again and watch "The Count" remain static. >> >> Thanks, >> Kyle. >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >> > > > -- > > > Kind regards, > *Saul Rennison* > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

