filter_tf_damaged_by_weapon_in_slot
		
		
		
		
		
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|  Class hierarchy | 
|---|
| FilterDamagedByWeaponInSlot | 
|  tf_filters.cpp | 
filter_tf_damaged_by_weapon_in_slot  is a   logical entity  available in  Team Fortress 2. It's a filter that only allows damage from a specific weapon slot.
 Team Fortress 2. It's a filter that only allows damage from a specific weapon slot.
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
- Weapon Slot (weaponSlot) ([todo internal name (i)]) <choices>
- The weapon slot to check against.
- 0: Primary
- 1: Secondary
- 2: Melee
- 3: Grenade  Confirm:Probably used for grenades back in beta when all classes had grenades. Doesn't work with equalizer taunt or demoman grenades. Confirm:Probably used for grenades back in beta when all classes had grenades. Doesn't work with equalizer taunt or demoman grenades.
- 4: Building  Confirm:No use? Doesn't seem to work with sentries. Confirm:No use? Doesn't seem to work with sentries.
- 5: PDA Todo: ...?
- 6: Item 1 Todo: description
- 7: Item 2 Todo: description
 
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) 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 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 theOnEndTouchoutput of a trigger.
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.























