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Custom UI Entity Index Bugs?

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  • Custom UI Entity Index Bugs?

    Two things I've noticed so far. One, when I call the globals.Players.GetSelectedEntities( nPlayerID ) function, the indices it returns are consistently small values like 103, 124, etc, and are identical to the entindexes used by Lua in the vscript. But, these indices don't work for the purposes of NPC functions like global.Entities.GetAbsOrigin( nNPCEntityIndex ), which I think is strange.

    There are also functions like globals.Players.GetPlayerHeroEntityIndex( nPlayerID ) and the entity getter functions such as globals.Entities.GetAllEntities() that return large "entity index" values such as 17629738 and so on. These values change a lot between tests, maybe they are pointers? When I put these values into the NPC functions though, they work and the NPC functions return the values I want. I am not sure why it works like this right now. Shouldn't it all be the same?

    Also, when more than one unit is selected, globals.Players.GetSelectedEntities( nPlayerID ) returns an array like it says, but the values are all the same. So if I selected units with entity index 103 and 124, I should get back an array of [103, 124]. But instead, it returns an array of [103, 103].