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