filter_activator_context
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Class hierarchy |
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CFilterContext |
filters.cpp |
filter_activator_context
is a point entity available in all Source games since Left 4 Dead. It is a filter that filters by a single context on the activator. It takes the name only, with no specific value.[confirm]
Note:The Filter Context keyvalue uses ResponseContext internally, which is the name of the original keyvalue used to specify response contexts in other entities. Since this filter can only filter by a single context without a value attached, actual unfilterable contexts can only be added to this entity via inputs.
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
- Filter Context (ResponseContext) <string>
- The context to filter by.
- Note:Filter would pass only if the context value is greater than 0.
BaseFilter:
- Filter mode (Negated) <boolean>
- Inverts the filter, making the specified criteria fail and all others pass.
Inputs
BaseFilter:
- TestActivator
- Tests the entity that called the input (the !activator) against the filter, and fires either the
OnPass
orOnFail
output. - 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
- One of these will fire when
TestActivator
input is sent, depending on if the activator is allowed by the filter or not.