To save the adt_array index of entity related stuff, i wanted to use an array with all entity indices to get fast access to the adt_array:
Array[entity] = adt_index;
I read that "An entity index is not reliable between frames, as it can be freed from one entity and reallocated to another at any time."
Is it unsafe to use the entity index for that purpose, if i'm aware when an entity used that way gets destroyed/
Can an entity index change without the entity being destroyed("kill")?
If yes, can you recommend another way of doing this access in constant time?
If no, what is the maximum entity count in CS:GO(i found it to be 4096)...
This array would be calculated on every round_start/ So no saving of that entity index in a database.