I don't think the logicals have an edict_t attached, so I don't think they have the same limitation. It looks like the entity list (CBaseEntityList) limits the total list (networked plus logical) to 1<<(MAX_EDICT_BITS + 1):
See const.h // Used for networking ehandles. #define NUM_ENT_ENTRY_BITS (MAX_EDICT_BITS + 1) #define NUM_ENT_ENTRIES (1 << NUM_ENT_ENTRY_BITS) So I think you have 4096 slots total, but I could be wrong... Yahn -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ruari O'Sullivan Sent: Monday, December 06, 2004 2:54 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] entity limit? Does this include logical entities? Natural Selection was bumping up against the 1024 entity limit in HL1, and now with larger maps, map scripting through logical entities and potentially much higher player limits, I could see some problems. -randomnine- Yahn Bernier wrote: >The engine currently has this entity limit: > >// How many bits to use to encode an edict. >#define MAX_EDICT_BITS 11 >// # of bits needed to represent max edicts // Max # of edicts in a >level (1024) >#define MAX_EDICTS >(1<<MAX_EDICT_BITS) > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders