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Beam filter
This scripted entity is designed to filter the beam properties by subtracting or clamping the upcoming beam with internals. You can also enable a pass flag, which will pass or reject only the given color or material. This will put a color object on the stack and override the dominant color.

The entity will be turned on whenever an input beam hits it. If there is no beam present, this means the input beam is not in sync with the surface normal vector of the filter. The vectors are in sync when the input beam hits the proper surface of the filter entity.
The output beam behavior and visuals ( texture, sounds, color, flags, etc. ) will be the result of filtering the given parameters from the hit report. The filter can process many beams at the same time.
This entity has only one input, which is the normal local surface vector, and some outputs for information.