filter_damage_type
filter_damage_type is a point entity available in all
Source games.
It is a damage filter that filters by the type of damage inflicted.
FilterDamageType defined in filters.cpp
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Keyvalues
Targetname:
- Name
(targetname)<string> - The targetname that other entities refer to this entity by.
- 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.
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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 theOnPassorOnFailoutput.
Bug:Calling this input will cause the server to crash if the !activatorentity 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 theOnEndTouchoutput of a trigger.
Outputs
BaseFilter:
OnPass
OnFail- One of these will fire when
TestActivatorinput is sent, depending on if the activator is allowed by the filter or not.