ent_pvs (var num, var mode);
A7.08 All potentially visible entities of the level are sorted by the BSP or ABT rendering process into two internal lists, one for opaque and one for transparent entities. This function returns a pointer to a certain entity in the opaque or transparent list, thus giving access to all potentially visible entities. A level must be loaded and a frame must have been rendered for this function to work.
num - number of the entity in the list, starting with 1
mode - 0 for opaque and 1 for transparent entities
ENTITY* pointer, or NULL when the end of the list was reached.
int i = 1;
you = ent_pvs(i,1); // retrieve first transparent entity
while (you) // repeat until there are no more entities
set(you,INVISIBLE); // make entity invisible
you = ent_pvs(i,1); // get next entity
ent_vertices, ent_for_name, ent_next, Render Process