Edict * G_EdictsFindTargetEntity(const char *target)
Searches the edict that has the given target as targetname set.
Edict * G_EdictsGetFirst(void)
Returns the first entity.
Edict * G_EdictsConstruct(void)
Allocate space for the entity pointers.
Actor * G_EdictsGetNextLivingActorOfTeam(Actor *lastEnt, const int team)
Iterate through the living actor entities of the given team.
Edict * G_EdictsGetTriggerNextMaps(Edict *lastEnt)
Iterator through all the trigger_nextmap edicts.
Actor * G_EdictsGetActorByUCN(const int ucn, const int team)
Searches an actor by a unique character number.
Actor * G_EdictsGetNextActor(Actor *lastEnt)
Iterate through the actor entities (even the dead!).
Edict * G_EdictsGetNewEdict(void)
Find an entity that is not in use.
Actor * G_EdictsGetNextLivingActor(Actor *lastEnt)
Iterate through the living actor entities.
Edict * G_EdictsGetNext(Edict *lastEnt)
Iterate through the list of entities.
Edict * G_EdictDuplicate(const Edict *edict)
int G_EdictsGetNumber(const Edict *ent)
Get an entity's ID number.
Edict * G_EdictsGetNextInUse(Edict *lastEnt)
Iterate through the entities that are in use.
void G_EdictsThink(void)
Called every frame to let the edicts tick.
Actor * G_EdictsGetLivingActorFromPos(const pos3_t pos)
Searches an actor at the given grid location.
Edict * G_EdictsGetByNum(const int num)
Get an entity by it's number.
void G_EdictsInit(void)
Reset the entity pointers for eg. a new game.
bool G_EdictsIsValidNum(const int idx)
Check if the given number could point to an existing entity.
Local definitions for game module.