Class FuncDoorRotating
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
func_door_rotating. A door that swings about one axis instead of sliding, Source's CRotDoor. Everything but the travel is 's, because in the engine they are the same class; only where the two ends are, and how it gets between them, changes.
public class FuncDoorRotating : FuncDoorInheritance
object ← BaseEntity ← BaseModelEntity ← BaseToggle ← FuncDoor ← FuncDoorRotating
Derived
Inherited Members
FuncDoor.ObjectCaps, FuncDoor.IsOpen, FuncDoor.IsLocked, FuncDoor.Wait, FuncDoor.State, FuncDoor.PositionClosed, FuncDoor.PositionOpen, FuncDoor.LastActivator, FuncDoor.ForceClosed, FuncDoor.PusherForcesThrough, FuncDoor.Spawn(), FuncDoor.ReadWait(), FuncDoor.SpawnsOpen(), FuncDoor.SetUpTravel(), FuncDoor.SwapEnds(), FuncDoor.StartMove(bool), FuncDoor.MoveDone(), FuncDoor.OnArrived(bool), FuncDoor.OnSetOff(bool), FuncDoor.Think(), FuncDoor.Use(BaseEntity?), FuncDoor.InputOpen(EntityInputData), FuncDoor.InputClose(EntityInputData), FuncDoor.InputToggle(EntityInputData), FuncDoor.InputLock(EntityInputData), FuncDoor.InputUnlock(EntityInputData), FuncDoor.InputSetSpeed(EntityInputData), FuncDoor.Open(BaseEntity?), FuncDoor.Close(), FuncDoor.OnLockedUse(), FuncDoor.Toggle(BaseEntity?), BaseToggle.Speed, BaseToggle.Lip, BaseToggle.MoveDirection, BaseToggle.FinalDestination, BaseToggle.IsLinearMoving, BaseToggle.IsPusher, BaseToggle.LinearMove(Vector3), BaseToggle.AngularMove(Vector3, float), BaseToggle.FinishLinearMove(), BaseToggle.GetAxisDirection(bool, bool), BaseToggle.ResolveMoveDirection(bool), BaseToggle.GetTravelDistance(), BaseModelEntity.ModelNode, BaseModelEntity.CreateRootNode(), BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.KeyValues, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.ParentTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.InPlayableWorld, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.CreateRootNode(), BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.AcceptsTouchFrom(BaseEntity), BaseEntity.OnStartTouch(BaseEntity), BaseEntity.OnTouch(BaseEntity), BaseEntity.OnEndTouch(BaseEntity), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.InputKill(EntityInputData), BaseEntity.InputFireUser1(EntityInputData), BaseEntity.InputFireUser2(EntityInputData), BaseEntity.InputFireUser3(EntityInputData), BaseEntity.InputFireUser4(EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.PhysicsSimulate(float), BaseEntity.IsPusher, BaseEntity.PusherForcesThrough, BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.TurnBody(Vector3, Vector3), BaseEntity.SetOriginAndAngles(Vector3, Vector3), BaseEntity.AddNode(SceneNode), BaseEntity.OnRemove(), BaseEntity.UpdateTransform(), BaseEntity.UpdateColliderTransform(), BaseEntity.UpdateRenderTransform(float), BaseEntity.SnapInterpolation(), BaseEntity.OnSpawnGroupTransformApplied(), BaseEntity.AngleMod(float)
Constructors
FuncDoorRotating(EntitySystem, EntitySpawnInfo)
Initializes a func_door_rotating from its keyvalues.
public FuncDoorRotating(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
AngleClosed
Gets the angle the door rests at when closed.
public Vector3 AngleClosed { get; protected set; }Property Value
AngleOpen
Gets the angle the door rests at when open.
public Vector3 AngleOpen { get; protected set; }Property Value
Distance
Gets how far the door swings, in degrees.
public float Distance { get; protected set; }Property Value
MoveAngles
Gets or sets the QAngle axis the swing turns about, scaled by nothing.
protected Vector3 MoveAngles { get; set; }Property Value
Methods
ReadMoveAngles()
Reads the axis the swing turns about. A prop door only ever turns about yaw.
protected virtual Vector3 ReadMoveAngles()Returns
SetUpTravel()
Works out where the door's two ends are. A door that turns rather than slides overrides this.
protected override void SetUpTravel()StartMove(bool)
Sets the door travelling towards one of its two ends.
protected override void StartMove(bool opening)Parameters
opening bool
SwapEnds()
Exchanges the two ends, for a door the map authored in its open position.
protected override void SwapEnds()
