logic_eventlistener
(Redirected from CLogicEventListener)
Class hierarchy |
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CLogicEventListener |
logic_eventlistener.cpp
|
logic_eventlistener
is a point entity available in all Source games since Portal 2. It is also available in Team Fortress 2.
It can listen to events fired from code and fire and output when it happens.
All event declarations can be found in these files:
resource/gameevents.res resource/modeevents.res resource/demoimportantevents.res resource/serverevents.res resource/hltvevents.res resource/replayevents.res
Bug:In singleplayer, the entity will stop working (firing outputs) after a save is reloaded, and must be respawned with a
point_template
. [todo tested in?]: In code, it is represented by the CLogicEventListener class, defined in the logic_eventlistener.cpp file. It is a subclass of both CLogicalEntity and CGameEventListener.
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
- Event Name
(eventname)
<string> - The name of the event that you want to listen for.
- Fetch Event Data
(fetcheventdata)
<boolean> (in all games since ) (also in ) - Copies the game event data to the
event_data
table in the script scope of the listener entity when the event is fired. - Team Number
(teamnum)
<integer> - If set, will only fire its output if the event is generated from someone of the specified team.
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
Inputs
EnableDisable:
Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
OnEventFired
- Fired when the event has been detected.