Logic auto

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It fires outputs immediately after a map loads, unlike most other entities that wait for input first. It can be set to check a global state before firing, which allows you to fire events based on what took place in a previous map.

C++ Class hierarchy
CLogicAuto
CBaseEntity
C++ logicauto.cpp
Warning.pngWarning:Attempting to directly access or modify the player may cause Access Violation errors, because the outputs are fired before the player has spawned. Adding a slight time delay may overcome this.
Warning.pngWarning:This entity counts as an edict, not a logical entity as one would expect, and therefore it can contribute to the entity limit. If this is an issue, use logic_relay and its OnSpawn output.
Note.pngNote:In Counter-Strike: Source Counter-Strike: Source and Counter-Strike: Global Offensive Counter-Strike: Global Offensive when a map loads and when the round is reset (Counter-Strike: Global Offensive CS:GO including resets for warmup and resets in any other game mode), this entity fires the 3 outputs OnNewGame/OnBackgroundMap (exactly one of these, see below), OnMapSpawn and OnMultiNewMap in this order.
Note.pngNote:In Counter-Strike: Global Offensive CS:GO the output OnMultiNewRound is actually fired in response to the game events round_start and teamplay_round_start and does not depend on the Global State to Read. When a round is reset, it is fired before the previous 3, but not when a map is loaded.

Keyvalues

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Outputs

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