Multisource: Difference between revisions

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m (edit obsolete template)
(-added class hierarchy, cleanup)
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{{obsolete|entity=1|replacement=Source's [[I/O]] system}}
{{obsolete|entity=1|replacement=Source's [[I/O]] system}}
{{ent not in fgd}}
{{ent not in fgd}}
{{CD|CMultiSource|file1=logicentities.cpp}}
{{entity|type=point|engine=source|multisource|sprite=1}}
{{entity|type=point|engine=source|multisource|sprite=1}}
Deprecated entity from GoldSrc, only used in Half Life: Source, replaced by [[I/O]] system in Source.
Deprecated entity from GoldSrc, only used in Half Life: Source, replaced by [[I/O]] system in Source.
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{{clr}}
{{clr}}
== Keyvalues ==
== Keyvalues ==
{{KV|Target|target_source|Entity to activate.}}
{{KV|Target|intn=target|target_source|Entity to activate.}}
{{KV Targetname}}
{{KV Targetname}}
{{KV Global}}
{{KV Global}}
== Inputs ==
{{I Targetname}}
== Outputs ==
{{O Targetname}}

Revision as of 14:43, 1 July 2023

Template:EntityTabs

Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
It has since been deprecated by: Source's I/O system.
Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CMultiSource
CLogicalEntity
CServerOnlyEntity
CBaseEntity
C++ logicentities.cpp

Template:Entity Deprecated entity from GoldSrc, only used in Half Life: Source, replaced by I/O system in Source.

This entity is the only entity that can be used as a master. (Entities that specify a master cannot be enabled unless their master is enabled.)

Keyvalues

Target (target) <string>
Entity to activate.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.