GetEntityArray /Scene and entities

void GetEntityArray(string entityName, ETHEntityArray &outArray)

Inserts into &outArray handles to all entities named entityName.

Example:

ETHEntityArray fireEntities;
GetEntityArray("fire.ent", fireEntities);
const uint numFire = fireEntities.Size();

for (uint t = 0; t < numFire; t++)
{
    fireEntities[t].PlayParticleSystem(0);
}

// now release all handles
fireEntities.Clear();

This function is accumulative, outArray won't be cleaned before more entities are inserted.

Warning! Depending on how many entities the scene has, this function may become expensive to the CPU. Using this function too many times inside the game loop must be avoided. Consider retrieving those entities before the game loop starts and store them in an accessible place.