passtime_ball
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Class hierarchy |
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CPasstimeBall |
tf_passtime_ball.cpp |
passtime_ball
is a point entity available in Team Fortress 2.
The "Jack" or ball in Pass Time.
Warning:This entity deals damage if it goes fast enough when colliding with a player who can't pick it up. However, if it was never picked up, the Attacker of that damage is never defined. This will cause a crash if the player has damage filters of type filter_activator_tfteam or filter_activator_team. Using a filter_multi that first checks for damage type Club (128) or Club+Critical (1048704) before those filters prevents the crash.
Keywords
- 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
- Auto-Materialize (automaterialize) <boolean>
- Whether the pickup will automatically re-materialize after 10 seconds.
- Model (powerup_model) <string>
- Changes the model to something other than the default.
TeamNum:
- Initial Team (TeamNum) <choices>
- Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls
- 2: RED
- 3: BLU/Robots
- 5: Halloween Bosses (only in ) !FGD
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- Toggle
- Toggles the enabled/disabled status of the entity.
Outputs
- OnPlayerTouch !FGD
- Sent when the entity is picked up by a player.