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Access

All entry C++ functions are exposed to your Lua script via a single global table named entry. You access individual values by using the dot (.) or bracket ([]) operator on this table.
Entry Usage Example

Functions

This section lists all available C++ functions exposed within the global entry table. These functions are used for retrieving, managing, and validating references to game entries and other in game instances.

valid

Checks if the provided Entry object is currently valid and active (not in a removal state).
EntryObject*
required
The EntryObject instance (shared pointer) to be validated.
boolean
If true, the function performs an additional check to ensure the entry has a valid ModelObject. Defaults to false.

list

Retrieves a Lua table containing the currently active list of Entry objects. The list can be filtered based on the optional exclusion flags.
EntryExclude
A flag from the EntryExclude enumeration specifying which types of entries should be filtered out. Defaults to EntryExclude.None (no filtering).

get

Retrieves a specific EntryObject instance based on its player object address.
number
required
The player object number address of the EntryObject to retrieve.

get_root

Retrieves the root PartObject associated with a given entrie’s player object address.
number
required
The player object number address of the entry whose root object is requested.

get_client_instance

Returns the local client’s player instance address.

get_client_team

Returns the local client’s team instance address.

get_tick_count

Returns the current entry thread tick count.

get_model_tick_count

Returns the current model thread tick count.

get_entry_count

Returns the total number of entries currently loaded in the game environment.