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multisource

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Obsolete-notext.png
This entity is Obsolete. Its use is discouraged, and it may only exist/function in older engine branches.
It has since been replaced by logic_branch_listener.
Info.png
This entity is not in the FGD by default, except in Half-Life: Source Half-Life: Source and Half-Life Deathmatch: Source Half-Life Deathmatch: Source.
See below for instructions on making it available.
Class hierarchy
CMultiSource
CLogicalEntity
CServerOnlyEntity
CBaseEntity
logicentities.cpp
Multisource.png

multisource is a point entity available in all Source Source games.

Deprecated entity from GoldSrc, only used in Half Life: Source, deprecated by logic_branch_listener in Source.

This entity is the only entity that can be used as a master. (Entities that specify a master cannot be enabled unless their master is enabled.)

Keyvalues

Name (targetname) <string>
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

Global State Master (globalstate) <string>
[Todo]

Inputs

Use
Multisource contains a list of all entities that are targetting it (i.e. target keyvalue of an entity is set to targetname of the multisource) and a state ON/OFF for each entity in the list. If an entity from the list is caller of this input the state is toggled. If all states are ON then OnTrigger output is fired.
Icon-Bug.pngBug:If a caller of this input is not in the list, the game is supposed to print warning in console and ignore the input but instead it toggles the state of last entity in the list  (tested in: l4d2 and checked sdk2013 source code)

Outputs

OnTrigger
When Use input is successful

See also