Merge pull request #189 from Arkshine/feature/add-cs_create_entity
Add cs_create_entity and cs_find_ent_by_class natives
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@ -350,6 +350,48 @@ native bool:cs_get_c4_defusing(c4index);
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native cs_set_c4_defusing(c4index, bool:defusing);
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/**
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* Creates an entity using Counter-Strike's custom CreateNamedEntity wrapper.
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*
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* @note Unlike other mods CS keeps track of entities using a custom hashtable.
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* This function adds entities to this hashtable, providing benefits over
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* the default CreateNamedEntity (used by create_entity() for example):
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* - Storing entities in a hashtable allows CS to improve classname lookup
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* performance compared to functions like FindEntityByString (used by
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* find_ent_by_class() for example) that usually have to loop
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* through all entities incrementally.
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* - As CS exclusively uses the hashtable for classname lookup, entities
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* created using the default engine functions will not be found by the
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* game. For example "weaponbox" entities are supposed to be
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* automatically cleaned up on round restart but are not considered if
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* they have not been added to the hashtable.
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* @note The faster hashtable lookup can be utilized with cs_find_ent_by_class()
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*
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* @param classname Entity class name
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*
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* @return Index of the created entity, 0 otherwise.
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*/
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native cs_create_entity(const classname[]);
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/**
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* Finds an entity in the world using Counter-Strike's custom FindEntityByString
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* wrapper.
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*
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* @note Unlike other mods CS keeps track of entities using a custom hashtable.
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* This function utilizes the hasthable and allows for considerably faster
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* classname lookup compared to the default FindEntityByString (used by
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* find_ent_by_class() for example).
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* @note This exclusively considers entities in the hashtable, created by the
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* game itself or using cs_create_entity().
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*
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* @param start_index Entity index to start searching from. -1 to start from
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* the first entity
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* @param classname Classname to search for
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*
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* @return Entity index > 0 if found, 0 otherwise
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*/
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native cs_find_ent_by_class(start_index, const classname[]);
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/**
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* Called when CS internally fires a command to a player. It does this for a few
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* functions, most notably rebuy/autobuy functionality. This is also used to pass
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