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.