The value to watch. Any kind of driver works. It must be set: the client does not check for a missing operand.
HasValueChanged
Inheritance 4 ancestors · 50 siblings
- ILogicDriver
- ILogicFloatDriver
- ILogicIntDriver
- ILogicBoolDriver
- 0xb07d5aff (removed in patch 16.1)
- 0xb5c28890
- AllTrueMaterialDriver
- DelayedBoolMaterialDriver
- EmptyLogicBoolDriver
- FixedDurationTriggeredBoolDriver
- FloatComparisonMaterialDriver
- GetMapPropBoolDynamicMaterialBoolDriver
- GetSequenceObjectDynamicMaterialBoolDriver (removed in patch 15.4)
- HasBuffDynamicMaterialBoolDriver
- HasBuffOfTypeBoolDriver
- HasBuffWithAttributeBoolDriver
- HasGearDynamicMaterialBoolDriver
- HasLossOfControlTypeBoolDriver
- HasMultiKillMaterialBoolDriver
- HasReceivedAnimEmoteEventBoolDriver
- HasReceivedAnimationEventBoolDriver
- HasSkinAugmentBoolDriver
- HasUnitTagBoolDriver
- HasValueChangedcurrent
- IsAliveBoolDriver
- IsAnimationPlayingDynamicMaterialBoolDriver
- IsAttackingBoolDriver
- IsCastingBoolDriver
- IsChampionNameBoolDriver
- IsCharacterSkinIdBoolDriver
- IsCloneBoolDriver
- IsDeadDynamicMaterialBoolDriver
- IsEmoteMutedBoolDriver
- IsEnemyDynamicMaterialBoolDriver
- IsInCombatDynamicMaterialBoolDriver
- IsInGrassDynamicMaterialBoolDriver
- IsInShopRangeBoolDriver
- IsInWaterBoolDriver
- IsLocalPlayerBoolDriver
- IsMapPropHoveredDynamicMaterialBoolDriver
- IsMovingBoolDriver
- IsOnGameplayTextureBoolDriver
- IsOptionEnabledBoolDriver
- IsStealthedBoolDriver
- LastDamageTypeMaterialBoolDriver
- LearnedSpellDynamicMaterialBoolDriver
- MapVisibilityLogicBoolDriver
- NotMaterialDriver
- OneTrueMaterialDriver
- PercentageEnabledBoolMaterialDriver
- RawBoolConceptLogicDriver
- SequenceMaterialBoolDriver
- SpellPreviewConditionData2
- SubmeshVisibilityBoolDriver
- TftIsEnemyMaterialBoolDriver
- ILogicBoolDriver
- ILogicIntDriver
- ILogicFloatDriver
Class Documentation
Edit documentationA bool driver that is true when the value of
LogicDriver has changed since the previous evaluation.
On each evaluation the driver reads LogicDriver as a four-component vector and compares
it with the value it stored at the previous evaluation. It returns true when any
component differs by more than 0.00001. It then stores the new value. The first
evaluation stores the value and returns false.
So the driver is true for one evaluation per change. To hold the result for a time, put it in a FixedDurationTriggeredBoolDriver or a DelayedBoolMaterialDriver.