Lets see if I understood this right...

Entity skills can hold pointers to other entities?
So would this code be correct?
EXAMPLE:

Code:
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
   ...
}


If I understood you correctly and that code would achieve what I need it would be great news! A nice fix for my problem to be able to pass parameters to action functions with a clean workaround.


"The more you know, the more you realize how little you know..."

I <3 HORUS
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=401929&page=1