Class LogicCompare
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
logic_compare. Holds a value and a value to compare it against, and on request reports how the two relate. Every output carries the held value.
public sealed class LogicCompare : BaseEntityInheritance
object ← BaseEntity ← LogicCompare
Inherited Members
BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.ParentTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Constructors
LogicCompare(EntitySystem, EntitySpawnInfo)
Initializes a logic_compare from its keyvalues.
public LogicCompare(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
CompareValue
Gets the value is compared against.
public float CompareValue { get; }Property Value
Value
Gets the value that is compared, the InitialValue keyvalue until an input changes it.
public float Value { get; }Property Value
Methods
Spawn()
Sets up the entity: loads its model, reads class-specific keyvalues, and schedules its first think. Called by right after construction, before the entity enters the world.
public override void Spawn()
