The ETHEntityArray object allows direct access to the ETHEntity@ handle through index [] operators just like in C++:
for (uint t=0; t<bombs.Size(); t++)
{
// Checks if the current handle is valid
// before doing anything
if ((bombs[t]) is null)
continue;
// Checks if the current bomb is active in scene
if (!bombs[t].IsAlive())
continue;
// moves the entity to the right
bombs[t].AddToPositionXY(vector2(3.0f,0.0f));
}
See the ETHEntityArray section in the API reference to learn more.