filter_player_held
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filter_player_held
is an e0 available in Portal 2.

- The {{{game}}} parameter is inconsistent with the name defined by the {{portal2}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Portal 2.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
It is a filter that detects if an object is being held by the player with +use. It has nothing to do with weapons being held.
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.