filter_base
		
		
		
		
		
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|  Class hierarchy | 
|---|
| CBaseFilter | 
|  filters.cpp | 
filter_base  is a   logical 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).
 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>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 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 <variant>
- Tests the entity that called the input (the !activator) against the filter, and fires either the OnPassorOnFailoutput. (the parameter it takes is unused) Note:This filter doesn't cause the server to crash as most other filters do if activator entity no longer exists. Note:This filter doesn't cause the server to crash as most other filters do if activator entity no longer exists.
 Note:If Negated is set to 0 this will always cause Note:If Negated is set to 0 this will always cause- OnPassoutput to fire otherwise always- OnFail
Outputs
BaseFilter:
- OnPass
- OnFail
- !activator = activator of TestActivator input
 !caller = this entity
 One of these will fire whenTestActivatorinput 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."
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