filter_base
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class hierarchy |
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CBaseFilter defined in filters.cpp
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filter_base
is a point entity available in all 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
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
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 theOnPass
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 theOnEndTouch
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." [ ]