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Comparing 2006 Base SDK to Fortress Forever 2.46

dlls/entitylist.cpp

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return best_ent; } void CGlobalEntityList::OnAddEntity( IHandleEntity *pEnt, CBaseHandle handle ) { int i = handle.GetEntryIndex();
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return best_ent; } // --> Mirv: New useful method //----------------------------------------------------------------------------- // Purpose: Iterates through the entities for ones with the same target // Input : pStartEntity - Last entity found, NULL to start a new iteration. // pOwner - Owner to compare with //----------------------------------------------------------------------------- CBaseEntity *CGlobalEntityList::FindEntityByOwner(CBaseEntity *pStartEntity, const CBaseEntity *pOwner) { const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr(pStartEntity->GetRefEHandle())->m_pNext : FirstEntInfo(); for (; pInfo; pInfo = pInfo->m_pNext) { CBaseEntity *pEntity = (CBaseEntity *) pInfo->m_pEntity; if (!pEntity) { DevWarning("NULL entity in global entity list!\n"); continue; } if (pEntity->GetOwnerEntity() == pOwner) return pEntity; } return NULL; } // <-- Mirv: New useful method // --> Mulch //----------------------------------------------------------------------------- // Purpose: Iterates through the entities for ones where Classify() == szClassT // Input : pStartEntity - Last entity found, NULL to start a new iteration. // szClassT - Class_T we're looking for //----------------------------------------------------------------------------- CBaseEntity *CGlobalEntityList::FindEntityByClassT( CBaseEntity *pStartEntity, int szClassT ) { const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr( pStartEntity->GetRefEHandle() )->m_pNext : FirstEntInfo(); for( ; pInfo; pInfo = pInfo->m_pNext ) { CBaseEntity *pEntity = ( CBaseEntity * )pInfo->m_pEntity; if( !pEntity ) { DevWarning( "NULL entity in global entity list!\n" ); continue; } if( pEntity->Classify() == szClassT ) return pEntity; } return NULL; } //----------------------------------------------------------------------------- // Purpose: Iterates through the entities finding one where pOwner & szClassname match // Input : pStartEntity - Last entity found, NULL to start a new iteration. // pOwner - owner we're looking for // szClassname - class name we're looking for //----------------------------------------------------------------------------- CBaseEntity *CGlobalEntityList::FindEntityByOwnerAndClassname( CBaseEntity *pStartEntity, const CBaseEntity *pOwner, const char *szClassname ) { const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr( pStartEntity->GetRefEHandle() )->m_pNext : FirstEntInfo(); for( ; pInfo; pInfo = pInfo->m_pNext ) { CBaseEntity *pEntity = ( CBaseEntity * )pInfo->m_pEntity; if( !pEntity ) { DevWarning( "NULL entity in global entity list!\n" ); continue; } if( ( pEntity->GetOwnerEntity() == pOwner ) && ( pEntity->ClassMatches( szClassname ) ) ) return pEntity; } return NULL; } //----------------------------------------------------------------------------- // Purpose: Iterates through the entities finding one where pOwner & szClassT match // Input : pStartEntity - Last entity found, NULL to start a new iteration. // pOwner - owner we're looking for // szClassname - class name we're looking for //----------------------------------------------------------------------------- CBaseEntity *CGlobalEntityList::FindEntityByOwnerAndClassT( CBaseEntity *pStartEntity, const CBaseEntity *pOwner, int szClassT ) { const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr( pStartEntity->GetRefEHandle() )->m_pNext : FirstEntInfo(); for( ; pInfo; pInfo = pInfo->m_pNext ) { CBaseEntity *pEntity = ( CBaseEntity * )pInfo->m_pEntity; if( !pEntity ) { DevWarning( "NULL entity in global entity list!\n" ); continue; } if( ( pEntity->GetOwnerEntity() == pOwner ) && ( pEntity->Classify() == szClassT ) ) return pEntity; } return NULL; } // <-- Mulch void CGlobalEntityList::OnAddEntity( IHandleEntity *pEnt, CBaseHandle handle ) { int i = handle.GetEntryIndex();
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g_EntityListSystem.m_bRespawnAllEntities = true; } static ConCommand restart_entities( "respawn_entities", RespawnEntities, "Respawn all the entities in the map." ); class CSortedEntityList {
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g_EntityListSystem.m_bRespawnAllEntities = true; } // Jiggles: No, this crashes the hell out of FF //static ConCommand restart_entities( "respawn_entities", RespawnEntities, "Respawn all the entities in the map." ); class CSortedEntityList {