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Diffstat (limited to 'game/server/filters.h')
| -rw-r--r-- | game/server/filters.h | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/game/server/filters.h b/game/server/filters.h new file mode 100644 index 0000000..483de24 --- /dev/null +++ b/game/server/filters.h @@ -0,0 +1,60 @@ +//========= 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 |