GSC reference › Built-in
SetFilterPassCodeTexture()
Built-in (engine)
Client
Gfx
Sets a code texture for a filter pass - the tetxure has be to created beforehand
Signature
SetFilterPassCodeTexture(<localClientNum>, <filterIndex>, <passIndex>, <texture Index>, <texture name>)
Parameters
| Name | Required? | Details |
|---|---|---|
| localClientNum | Required | |
| filterIndex | Required | Must be between 0 - 3 |
| passIndex | Required | Must be between 0 - 15 |
| texture Index | Required | Must be between 0 - 1 |
| texture name | Required | has to have been created by captureFrame() before - if empty string sets to null. |
Example (from Treyarch's docs)
SetFilterPassMaterial( self.localClientNum, 1, 12, 0, "myBundle")
Real uses in BO3's scripts
Called 10 times in the decompiled scripts. A few, zombies first:
- scripts/shared/postfx_shared.csc, line 195
setfilterpasscodetexture(localclientnum, filterid, 0, 0, self.captureimagename); - scripts/shared/postfx_shared.csc, line 229
setfilterpasscodetexture(localclientnum, filterid, 0, 0, ""); - scripts/shared/postfx_shared.csc, line 234
setfilterpasscodetexture(localclientnum, filterid, 0, 0, self.captureimagename); - scripts/shared/postfx_shared.csc, line 342
setfilterpasscodetexture(localclientnum, filterid, 0, 0, ""); - scripts/shared/scene_shared.csc, line 1519
setfilterpasscodetexture(localclientnum, 5, 0, 0, codeimagename);
Related built-ins
- SetFilterPassConstant()Sets the filter pass constant
- SetFilterPassEnabled()Sets the filter pass enabled or disabled
- SetFilterPassMaterial()Sets the filter pass material
- SetFilterPassQuads()Sets the filter pass quads
- CreateSceneCodeImage()Creates a scene size code image
- FreeCodeImage()Frees a code image
- codeplaypostfxbundle()Displays a postfx on the screen
- codestoppostfxbundle()Ends a postfx
- OED_NightVision_SetTextureLevel()Set the night vision texture level for the entity
- SetFilterBitFlag()Set or clear the filter bit flag
- BulletTracePassed()Allows script to do a bullet point trace with ( MASK_SHOT & ~CONTENTS_SKY ) returns true if the trace does not hit anything
- SightTracePassed()Does a sight trace from start to end.
New to GSC?
Start with the basics, or paste a compile error to get the fix.
Built-in descriptions, parameters and examples come from Treyarch's BO3 mod tools docs. Usage links point at shiversoftdev/t7-source (decompiled BO3 scripts).