Filter base
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Template:Base point This entity class defines the common functionality shared by all filter types. This entity technically can't filter anything on its own. Every entity is accepted (or rejected, if Negated is set).
FGD Code
Paste to base.fgd:
@FilterClass base(BaseFilter) iconsprite("editor/filter_multiple.vmt") = filter_base : "A filter that accepts or rejects everything." [ ]
Keyvalues
BaseFilter:
- Filter mode (Negated) <boolean>
- Inverts the filter, making the specified criteria fail and all others pass.
Inputs
BaseFilter:
- TestActivator <variant >
- Tests the entity that called the input (the !activator) against the filter, and fires either the
OnPass
orOnFail
output. (the parameter it takes is unused)Bug:Calling this input will cause the server to crash if the !activator entity no longer exists. Do not use this input to test any entities which may be asynchronously deleted, such as players or projectiles, or in an i/o chain which might be initiated by entity deletion, such as the
OnEndTouch
output of a trigger.
Outputs
BaseFilter:
- OnPass
- OnFail
- !activator = activator of TestActivator input
!caller = this entity
One of these will fire whenTestActivator
input is sent, depending on if the activator is allowed by the filter or not.