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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/filters.h
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+//========= 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