multisource
This entity is Obsolete. Its use is discouraged, and it may only exist/function in older engine branches.
It has since been replaced by
It has since been replaced by
logic_branch_listener
.This entity is not in the FGD by default, except in Half-Life: Source and Half-Life Deathmatch: Source.
See below for instructions on making it available.
See below for instructions on making it available.
Class hierarchy |
---|
CMultiSource |
logicentities.cpp
|
multisource
is a point entity available in all Source games.
Deprecated entity from GoldSrc, only used in Half Life: Source, deprecated by logic_branch_listener 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.)
Contents
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Global State Master
(globalstate)
<string> - [Todo]
Inputs
Use
- Multisource contains a list of all entities that are targetting it (i.e. target keyvalue of an entity is set to targetname of the multisource) and a state ON/OFF for each entity in the list. If an entity from the list is caller of this input the state is toggled. If all states are ON then OnTrigger output is fired.
Bug:If a caller of this input is not in the list, the game is supposed to print warning in console and ignore the input but instead it toggles the state of last entity in the list (tested in: l4d2 and checked sdk2013 source code)
Outputs
OnTrigger
- When Use input is successful