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//! # Overview
//!
//! Entities have:
//! - A unique index and serial number
//! - A class that defines their type
//! - A state containing all their properties
//!
//! # Examples
//!
//! ## Getting entity properties
//!
//! ```no_run
//! use source2_demo::prelude::*;
//!
//! # fn example(entity: &Entity) -> anyhow::Result<()> {
//! // Using try_into
//! let health: i32 = entity.get_property_by_name("m_iHealth")?.try_into()?;
//!
//! // Using property! macro
//! let mana: i32 = property!(entity, "m_flMana");
//!
//! // With type annotation
//! let team = property!(entity, u32, "m_iTeamNum");
//!
//! // Formatted property names
//! let player_id = 5;
//! let name: String = property!(entity, "m_vecPlayerData.{:04}.m_iszPlayerName", player_id);
//! # Ok(())
//! # }
//! ```
//!
//! ## Filtering entities
//!
//! ```no_run
//! use source2_demo::prelude::*;
//!
//! # fn example(ctx: &Context) -> anyhow::Result<()> {
//! // Find all heroes on Radiant team
//! let radiant_heroes: Vec<&Entity> = ctx.entities()
//! .iter()
//! .filter(|e| {
//! e.class().name().starts_with("CDOTA_Unit_Hero_")
//! && try_property!(e, u32, "m_iTeamNum") == Some(2)
//! })
//! .collect();
//! # Ok(())
//! # }
//! ```
pub use *;
pub
pub use *;
pub use *;
use crateEntityError;
use crate;
use crateFieldValue;
use Rc;
/// Events that can occur to entities during replay parsing.
///
/// These events are passed to the `Observer::on_entity` callback when
/// an entity is created, updated, or deleted.
///
/// # Examples
///
/// ```no_run
/// use source2_demo::prelude::*;
///
/// #[derive(Default)]
/// struct EntityTracker {
/// created: usize,
/// updated: usize,
/// deleted: usize,
/// }
///
/// #[observer]
/// #[uses_entities]
/// impl Observer for EntityTracker {
/// fn on_entity(&mut self, ctx: &Context, event: EntityEvents, entity: &Entity) -> ObserverResult {
/// match event {
/// EntityEvents::Created => self.created += 1,
/// EntityEvents::Updated => self.updated += 1,
/// EntityEvents::Deleted => self.deleted += 1,
/// }
/// Ok(())
/// }
/// }
/// ```
/// Represents a game entity with its properties and state.
///
/// Entities are the fundamental objects in Source 2 games, representing everything
/// from players and heroes to items and buildings. Each entity has:
/// - An index (position in the entity list)
/// - A serial number (for handle-based lookups)
/// - A class (defines what type of entity it is)
/// - A state (contains all property values)
///
/// # Property Access
///
/// Entity properties can be accessed in multiple ways:
///
/// 1. Using [`get_property_by_name`](Entity::get_property_by_name) and converting manually
/// 2. Using the `property!` macro
/// 3. Using the `try_property!` macro for optional properties
///
/// # Examples
///
/// ## Basic property access
///
/// ```no_run
/// use source2_demo::prelude::*;
///
/// # fn example(entity: &Entity) -> anyhow::Result<()> {
/// // Get a property and convert it
/// let health: i32 = entity.get_property_by_name("m_iHealth")?.try_into()?;
///
/// // Using the property! macro (simpler)
/// let max_health: i32 = property!(entity, "m_iHealth");
///
/// // With type annotation
/// let position = property!(entity, i32, "m_iHealth.m_vecPosition");
/// # Ok(())
/// # }
/// ```
///
/// ## Working with arrays (formatted property names)
///
/// ```no_run
/// use source2_demo::prelude::*;
///
/// # fn example(entity: &Entity) -> anyhow::Result<()> {
/// // Access array element using formatting
/// let player_id = 3;
/// let name: String = property!(
/// entity,
/// "m_vecPlayerData.{:04}.m_iszPlayerName",
/// player_id
/// );
/// # Ok(())
/// # }
/// ```
///
/// ## Optional properties
///
/// ```no_run
/// use source2_demo::prelude::*;
///
/// # fn example(entity: &Entity) {
/// // Returns None if property doesn't exist or can't be converted
/// if let Some(health) = try_property!(entity, i32, "m_iHealth") {
/// println!("Health: {}", health);
/// }
/// # }
/// ```