void InteractiveState::Handle(const Packet::DespawnEntity &pack) { uint32_t entity_id; pack.ReadEntityID(entity_id); ClearEntity(entity_id); for (Entity &entity : world.Entities()) { if (entity.ID() == entity_id) { entity.Kill(); return; } } }
void CNotifyList::OnEntityDeleted( CBaseEntity *pEntity ) { ReportDestroyEvent( pEntity ); ClearEntity( pEntity ); }