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61 lines
1.6 KiB
C++
61 lines
1.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Filters are outboard entities that hold a set of rules that other
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// entities can use to determine behaviors.
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//
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// For example, triggers can use an activator filter to determine who
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// activates them. NPCs and breakables can use a damage filter to
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// determine what can damage them.
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//
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// Current filter criteria are:
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//
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// Activator name
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// Activator class
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// Activator team
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// Damage type (for damage filters only)
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//
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// More than one filter can be combined to create a more complex boolean
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// expression by using filter_multi.
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//
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//=============================================================================//
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#ifndef FILTERS_H
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#define FILTERS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseentity.h"
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#include "entityoutput.h"
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// ###################################################################
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// > BaseFilter
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// ###################################################################
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class CBaseFilter : public CLogicalEntity
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{
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DECLARE_CLASS( CBaseFilter, CLogicalEntity );
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public:
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DECLARE_DATADESC();
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bool PassesFilter( CBaseEntity *pCaller, CBaseEntity *pEntity );
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bool PassesDamageFilter( const CTakeDamageInfo &info );
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bool m_bNegated;
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// Inputs
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void InputTestActivator( inputdata_t &inputdata );
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// Outputs
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COutputEvent m_OnPass; // Fired when filter is passed
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COutputEvent m_OnFail; // Fired when filter is failed
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protected:
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virtual bool PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity );
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virtual bool PassesDamageFilterImpl(const CTakeDamageInfo &info);
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};
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#endif // FILTERS_H
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