void Prepare_Entity(ENTITY*Created, ENTITY* PassedPointer, int PassedInt) //function called to pass parameters to entity
{
Created.Skill1=PassedPointer; //passing a pointer to the new entity
Created.skill2=PassedInt; //passing an int to the new entity
set(Created,FLAG1); //tell the entity its parameters are loaded
}
action Entity_Action()
{
while(1)
{
if(my.flag1!=0) //waits until flag 1 is set to know parameters have been passed to my skills
{
...
Do something with my awesome skill1 & skill2 that cointain a pointer to awesomeness and an awesome int lol;
...
}
wait(1);
}
}
void main()
{
ENTITY* NewEntity;
ENTITY* ImportantEntity;
int AwesomeInt;
...
NewEntity=ent_create("Car.mdl",nullvector,Entity_Action); //create entity
Prepare_Entity(NewEntity,ImportantEntity,AwesomeInt); //pass pointer and parameters to entity
...
}