filter_base
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Class hierarchy |
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CBaseFilter |
filters.cpp |
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
- 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
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.
FGD Code
Paste to base.fgd:
@FilterClass base(BaseFilter) iconsprite("editor/filter_multiple.vmt") = filter_base : "A filter that accepts or rejects everything." [ ]