It would be extremely convenient if the internal Blitz3D entity structure had an empty four-byte slot where you could poke a pointer to a bank, where entity parameters are stored. I suspect there must be a free slot, or at least one that doesn't get used for what I am doing.
Then you could write functions like EntityVelocity(), EntityHealth(), etc. As it is, I am cycling through my bank of entities and then returning a buffer with the entity's parameters. I gave up on types because they are too hard to use with my trigger/target system, where I have tons of different types referencing each other.
This is a pretty advanced request, but not difficult to implement, and I think people would understand it isn't under warranty.
Hmmmm...EntityRadiusY is pretty useless, in my program at least...
...wait that could be extremely bad if the y radius was 48567467!
Then you could write functions like EntityVelocity(), EntityHealth(), etc. As it is, I am cycling through my bank of entities and then returning a buffer with the entity's parameters. I gave up on types because they are too hard to use with my trigger/target system, where I have tons of different types referencing each other.
This is a pretty advanced request, but not difficult to implement, and I think people would understand it isn't under warranty.
Hmmmm...EntityRadiusY is pretty useless, in my program at least...
...wait that could be extremely bad if the y radius was 48567467!