Object wrapping an entity_id_t, with a SEntityComponentCache to support fast QueryInterface() / CmpPtr<>() calls.
Components can use IComponent::GetSystemEntity() and IComponent::GetEntityHandle() to get handles to SYSTEM_ENTITY and themselves, and then pass those handles around.
Be careful not to store a CEntityHandle for longer than the lifetime of the entity (listen to MT_Destroy messages to know when to release it) - otherwise the handle will contain a dangling pointer and will probably crash.
Definition at line 80 of file Entity.h.