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filter_damage_type

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Class hierarchy
FilterDamageType
CBaseFilter
CLogicalEntity
CServerOnlyEntity
CBaseEntity
filters.cpp

filter_damage_type is a logical entity available in all Source Source games. It is a damage filter that filters by the type of damage inflicted.


Keyvalues

Name (targetname) <string>[ Edit ]
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

Damage type (damagetype) <choices>
The damage type to filter by. The page linked to above has a more complete list. Similar to spawnflags, these types can be combined by adding their numbers together, but damage events must match the types perfectly.
Damage types
  • 0: GENERIC
  • 1: CRUSH
  • 2: BULLET
  • 4: SLASH
  • 8: BURN
  • 16: VEHICLE / (TRAIN Team Fortress 2)
  • 32: FALL
  • 64: BLAST
  • 128: CLUB
  • 256: SHOCK (Spawns particle with missing texture in Left 4 Dead 2)
  • 512: SONIC
  • 1024: ENERGYBEAM
  • 16384: DROWN
  • 32768: PARALYSE
  • 65536: NERVEGAS / (SAWBLADE Team Fortress 2)
  • 131072: POISON
  • 262144: RADIATION
  • 524288: DROWNRECOVER
  • 1048576: ACID / (CRITICAL Team Fortress 2)
  • 2097152: SLOWBURN
  • 4194304: REMOVENORAGDOLL
  • 16777216: FULLGIB (in Left 4 Dead seriesLeft 4 Dead series)
Note.pngNote:Some damage types are named incorrectly by default in base.fgd, instead using their GoldSource names.
  • VEHICLE is named FREEZE
  • ACID is named CHEMICAL
  • REMOVENORAGDOLL is named SLOWFREEZE
Tip.pngTip:Team Fortress 2 Team Fortress 2: Fancy damage effects such as decapitation, disintegration or ice/gold statues on death can be applied via VScript. See TakeDamageCustom function or the trigger example.
Icon-Bug.pngBug:At least in Counter-Strike: Global Offensive and Counter-Strike: Source, DMG_DROWN and DMG_DROWNRECOVER from the water can't be filtered correctly by this entity.  [todo tested in ?]

BaseFilter:

Filter mode (Negated) <boolean>
Inverts the filter, making the specified criteria fail and all others pass.

Inputs

BaseFilter:

TestActivator <variantRedirectInput/variant>
Tests the entity that called the input (the !activator) against the filter, and fires either the OnPass or OnFail output. (the parameter it takes is unused)
Note.pngNote:This filter doesn't cause the server to crash as most other filters do if activator entity no longer exists.
Note.pngNote:If Negated is set to 0 this will always cause OnPass output to fire otherwise always OnFail

Outputs

BaseFilter:

OnPass
OnFail
!activator = activator of TestActivator input
!caller = this entity
One of these will fire when TestActivator input is sent, depending on if the activator is allowed by the filter or not.

Prefabs