//------------------------------------------------------------------------ void CGameRules::HostMigrationFindDynamicEntities(TEntityIdVec &results) { IEntityItPtr pEntityIt = gEnv->pEntitySystem->GetEntityIterator(); while (IEntity *pEntity = pEntityIt->Next()) { if (pEntity->GetFlags() & ENTITY_FLAG_NEVER_NETWORK_STATIC) { results.push_back(pEntity->GetId()); CryLog(" found dynamic entity %i '%s'", pEntity->GetId(), pEntity->GetName()); } } }
//------------------------------------------------------------------------ void CGameRules::HostMigrationFindDynamicEntities(TEntityIdVec &results) { IItemSystem *pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem(); IEntityItPtr pEntityIt = gEnv->pEntitySystem->GetEntityIterator(); while (IEntity *pEntity = pEntityIt->Next()) { if (pEntity->GetFlags() & ENTITY_FLAG_NEVER_NETWORK_STATIC) { results.push_back(pEntity->GetId()); CryLog(" found dynamic entity %i '%s'", pEntity->GetId(), pEntity->GetName()); } else { /*CItem *pItem = static_cast<CItem*>(pItemSystem->GetItem(pEntity->GetId())); if (pItem) { // Need to reset owner on static items since they will be given to players again once we've rejoined pItem->SetOwnerId(0); }*/ } } }