Oh and one last thing. There is NO way to determine if an entity exists, nor will there ever be. It's completely up to you to make sure you don't delete an entity and fail to update all pointers to it.
This is unfortunate, but Mark has said that's the way it's gotta be. I had a problem with this myself in my particle system and shadow systems because I didn't want to have to make the user tell the system when they'd deleted an entity. But it needed to know if they had or it would crash.
Of course the "proper" way to handle that would then be to override the FreeEntity command with my own FreeEntity command that frees the entity and removes it from my shaodwe system as well, but that is not possible in Blitz.
This is unfortunate, but Mark has said that's the way it's gotta be. I had a problem with this myself in my particle system and shadow systems because I didn't want to have to make the user tell the system when they'd deleted an entity. But it needed to know if they had or it would crash.
Of course the "proper" way to handle that would then be to override the FreeEntity command with my own FreeEntity command that frees the entity and removes it from my shaodwe system as well, but that is not possible in Blitz.