this is kinda what i was referring to: not extending but using composition instead:
Strict Import sidesign.minib3d Local screenX:Int=800,screenY:Int=600 Global entity_list:TList = CreateList() Type TPlayer ' don't EXTEND TEntity Field model:TEntity ' the player is COMPOSED of a Tentity Function Create:TPlayer(file$) Local ent:TPlayer = New TPlayer ent.model = CreateCube() 'LoadAnimMesh(file$) ListAddLast(entity_list,ent) ' ent.EntityListAdd(entity_list) End Function Method Update() TurnEntity model,0,0,+5 End Method End Type Graphics3D screenX,screenY,32,0 Local light:TLight=CreateLight() Local cam:Tentity = CreateCamera() ; MoveEntity cam,0,0,-5 Local alan:TPlayer=TPlayer.Create("meshes\box.b3d") While Not KeyHit(KEY_ESCAPE) For Local this_player:Tplayer = EachIn entity_list ' cycle through all TPlayers this_player.update() ' call the player's update function Next UpdateWorld RenderWorld Flip Wend