trigger_portal_cleanser
is a brush entity available in
Portal series. It removes objects and portals when the player touches it. It is used to create the "Material Emancipation Grid" / "Fizzler" particle-field in Portal.
Bug:(in
Portal), dying while inside a fizzler will cause the player's T-posed corpse to be visibly dissolved, or may crash the game. [todo tested in ?]
Bug:Portal shot blocking is based on the entity's bounding box, causing diagonal or concave cleansers to block portal shots in cases where they seemingly shouldn't. Portal and object fizzling works as expected. [todo tested in ?]
Bug:(in
Portal), any prop_physics entity that has an alternate body group active will have it reset to the default one when fizzled by this entity. [todo tested in ?]
Tip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver, or for cubes fire the Dissolve
input.
Tip:Portal placement is only affected when the "Clients" flag is enabled, so remove the flag to dissolve entities without affecting portal placement.
Keyvalues
- Visible ([todo internal name (i)]) <boolean> (in all games since
)
- If the fizzler is visible. This also controls if the sound effects are played when powered on and off.
- Use Scanline ([todo internal name (i)]) <boolean> (in all games since
)
- If the field uses a scanline. This only works correctly for vertical fields aligned to an axis.
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
BaseTrigger
- Filter Name (filtername) <filter>
- A filter entity to test potential activators against.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable input).
|
Flags
BaseTrigger
- Everything (not including physics debris) : [64]
- Clients (Survivors, Special Infected, Tanks
 ) : [1]
- Only clients in vehicles : [32]
- Only clients *not* in vehicles : [512]
- Disallow Bots (removed since
) : [4096]
- NPCs (Common Infected, Witches
 ) : [2]
- Only player ally NPCs : [16]
- Only NPCs in vehicles (respects player ally flag) : [2048]
- Physics Objects (not including physics debris) : [8]
- Physics debris (include also physics debris) : [1024]
Pushables (Passes entities with classname func_pushable) : [4] 
- Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable .
|
Inputs
- FizzleTouchingPortals (in all games since
)
- Cause any portals in our volume to immediately fizzle.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
BaseTrigger
- Toggle
- Toggles this trigger between enabled and disabled states.
- Enable
- Enable trigger
- Disable
- Disable trigger
- TouchTest (in all games since
)
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base. (tested in: )
- StartTouch (in all games since
) !FGD
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- EndTouch (in all games since
) !FGD
- Behave as if !caller had just exited the trigger volume.
- DisableAndEndTouch (only in
 )
- Disables this trigger and calls EndTouch on all currently-touching entities.
|
Outputs
- OnDissolve
- Fired whenever an entity is dissolved by the trigger.
- OnDissolveBox
- Fired whenever an entity named
box
is dissolved by the trigger.
- OnFizzle
- Fired whenever portals are fizzled by the trigger.
- OnPrimaryHit (only in
)
- Fired whenever the trigger has been hit by a primary shot from weapon_portalgun.
- OnSecondaryHit (only in
)
- Fired whenever the trigger has been hit by a secondary shot from weapon_portalgun.
See also