This article's documentation is for anything that uses the Source engine. Click here for more information.

filter_base

From Valve Developer Community
Jump to navigation Jump to search
English (en)Translate (Translate)
Info.png
This entity is not in the FGD by default.
See below for instructions on making it available.
Class hierarchy
CBaseFilter
CLogicalEntity
CServerOnlyEntity
CBaseEntity
filters.cpp

filter_base is a point entity available in all Source Source games. 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).

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

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 or OnFail output.
Icon-Bug.pngBug: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.

FGD Code

Paste to base.fgd:

@FilterClass base(BaseFilter) iconsprite("editor/filter_multiple.vmt") = filter_base : "A filter that accepts or rejects everything."
[
]