func_door_rotating: Document entity via QUAKED comment

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Marco Cawthorne 2020-12-17 23:07:36 +01:00
parent 0e46b76042
commit b7ebea2401

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@ -14,12 +14,31 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED func_door_rotating (0 .5 .8) ?
/*QUAKED func_door_rotating (0 .5 .8) ? SF_ROT_OPEN SF_ROT_BACKWARDS x SF_ROT_PASSABLE SF_ROT_ONEWAY SF_ROT_TOGGLE SF_ROT_ZAXIS SF_ROT_XAXIS SF_ROT_USE SF_ROT_NOMONSTERS
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"speed" Speed at which the door turns.
"noise1" Sound shader name to play for when the door moves.
"noise2" Sound shader name to play for when the door stops.
"distance" The degrees which the door will turn.
"dmg" The damage inflicted upon objects blocking the way of the door.
"wait" Time that has to pass for the door to automatically close.
"netname" Target to trigger when the door closes back up.
STUB!
Rotating brush door entity. It's basically the same as func_door, it just does
not move on any axis, it tilts along a pivot point defined by an origin brush.
Flags:
SF_ROT_OPEN Door is in the open position by default.
SF_ROT_BACKWARDS Flip the direction of a one-way door.
SF_ROT_PASSABLE Door has no collision model to speak of.
SF_ROT_ONEWAY Door will only open one-way as opposed to both ways.
SF_ROT_TOGGLE Door will have to be triggered by something to open/close.
SF_ROT_ZAXIS Door will tilt along the Z axis.
SF_ROT_XAXIS Door will tilt on the X axis.
SF_ROT_USE Player has to press the 'use' key to interact with it.
SF_ROT_NOMONSTERS Monsters cannot open this door.
Trivia:
This entity was introduced in Quake II (1997).