Inserts into &outArray handles to all entities named entityName.
Example:
ETHEntityArray fireEntities;
GetEntityArray("fire.ent", fireEntities);
const uint numFire = fireEntities.Size();
for (uint t = 0; t < numFire; t++)
{
fireEntities[t].PlayParticleSystem(0);
}
// now release all handles
fireEntities.Clear();
This function is accumulative, outArray won't be cleaned before more entities are inserted.