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  1. #1
    aresdGHERhgerdherhrh's Avatar
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    Quote Originally Posted by niko1921 View Post
    i thinks that it have a unique entity number as all entities,

    try drawing all entities, doing something like this:


    Code:
    #define MAX_ENTITIES 2048 // I think there are more entities.
    
    #define ENTITY_OFFSET 0x0 // Your main entity offset
    #define ENTITY_SIZE 0x0 // Your entity size offset.
    
    void DrawAllEntities()
    {
    	char buff[128];
    	for(int i = 0; i < MAX_ENTITIES; i++)
    	{
    		vec2_t py; // pitch, yaw...
     
    		Entity_t* entity = (Entity_t*)(ENTITY_OFFSET + ((int)ENTITY_SIZE * i);
    		// then draw
    		sprintf_s(buff, sizeof(buff), "^5Entiy number: %d", entity->Type); // i thinks that you know that it does...
    		WorldToScreen(entity->origin, py); // origin, pitch, yaw,
    		DrawTextCommonText(py[0], py[1], 1, buff); // pitch, yaw, size of text, buffer...
    	}
    }
    I can not think of another way to do it...
    Hmmm I think the're actually part of the map like walls and stuff as they're not dynamic or anything but I'll give your method a go and see what happens when I get on next. Thanks man!!

  2. #2
    gerherhtherherdhher's Avatar
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    Quote Originally Posted by SamTheDope View Post
    Hmmm I think the're actually part of the map like walls and stuff as they're not dynamic or anything but I'll give your method a go and see what happens when I get on next. Thanks man!!
    No need, walls are not entities lol.

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    aresdGHERhgerdherhrh (03-03-2017)

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