//-----------------------------------------------------------------------------
// Use this to turn on/off the presence of an underlying game entity
//-----------------------------------------------------------------------------
void CClientTools::SetEnabled( HTOOLHANDLE handle, bool enabled )
{
	int idx = m_Handles.Find( HToolEntry_t( handle ) );
	if ( idx == m_Handles.InvalidIndex() )
		return;

	HToolEntry_t *slot = &m_Handles[ idx ];
	Assert( slot );
	if ( slot == NULL )
		return;

	C_BaseEntity *ent = slot->m_hEntity.Get();
	if ( ent == NULL ||	ent->entindex() == 0 )
		return; // Don't disable/enable the "world"

	ent->EnableInToolView( enabled );
}