func_door: Add 'forceclosed' key from Source
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1 changed files with 6 additions and 0 deletions
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@ -33,6 +33,7 @@ axis. It is often used for primitive elevators as well.
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"snd_stop" : Sound shader to play for when the door stops moving.
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"movesnd" : Legacy integer value pointing to a predefined move sound.
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"stopsnd" : Legacy integer value pointing to a predefined stop sound.
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"forceclosed": Will make sure the door will not bounce back when something is blocking it
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-------- SPAWNFLAGS --------
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SF_MOV_OPEN : Swaps the positions between raised and lowered state.
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@ -86,6 +87,7 @@ class func_door:NSRenderableEntity
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int m_iDamage;
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int m_iLocked;
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int m_iPortalState;
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int m_iForceClosed;
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float m_flSoundWait;
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string m_strLockedSfx;
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@ -302,6 +304,7 @@ func_door::Blocked(void)
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Damage_Apply(other, this, m_iDamage, 0, DMG_CRUSH);
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}
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if (!m_iForceClosed)
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if (m_flWait >= 0) {
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if (m_iState == DOORSTATE_DOWN) {
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MoveAway();
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@ -466,6 +469,9 @@ func_door::SpawnKey(string strKey, string strValue)
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case "noise2":
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m_strSndStop = strValue;
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break;
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case "forceclosed":
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m_iForceClosed = stoi(strValue);
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break;
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/* GoldSrc compat */
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case "movesnd":
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x = stoi(strValue);
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