mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 17:13:03 +00:00
61 lines
1.6 KiB
C++
61 lines
1.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Filters are outboard entities that hold a set of rules that other
|
|
// entities can use to determine behaviors.
|
|
//
|
|
// For example, triggers can use an activator filter to determine who
|
|
// activates them. NPCs and breakables can use a damage filter to
|
|
// determine what can damage them.
|
|
//
|
|
// Current filter criteria are:
|
|
//
|
|
// Activator name
|
|
// Activator class
|
|
// Activator team
|
|
// Damage type (for damage filters only)
|
|
//
|
|
// More than one filter can be combined to create a more complex boolean
|
|
// expression by using filter_multi.
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef FILTERS_H
|
|
#define FILTERS_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "baseentity.h"
|
|
#include "entityoutput.h"
|
|
|
|
// ###################################################################
|
|
// > BaseFilter
|
|
// ###################################################################
|
|
class CBaseFilter : public CLogicalEntity
|
|
{
|
|
DECLARE_CLASS( CBaseFilter, CLogicalEntity );
|
|
|
|
public:
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
bool PassesFilter( CBaseEntity *pCaller, CBaseEntity *pEntity );
|
|
bool PassesDamageFilter( const CTakeDamageInfo &info );
|
|
|
|
bool m_bNegated;
|
|
|
|
// Inputs
|
|
void InputTestActivator( inputdata_t &inputdata );
|
|
|
|
// Outputs
|
|
COutputEvent m_OnPass; // Fired when filter is passed
|
|
COutputEvent m_OnFail; // Fired when filter is failed
|
|
|
|
protected:
|
|
|
|
virtual bool PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity );
|
|
virtual bool PassesDamageFilterImpl(const CTakeDamageInfo &info);
|
|
};
|
|
|
|
#endif // FILTERS_H
|