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
Inherited Members
FuncDoor.ObjectCaps, FuncDoor.IsOpen, FuncDoor.IsLocked, FuncDoor.Wait, FuncDoor.ForceClosed, FuncDoor.State, FuncDoor.PositionClosed, FuncDoor.PositionOpen, FuncDoor.LastActivator, FuncDoor.IsUnblockableByPlayer, FuncDoor.Spawn(), FuncDoor.SetUpSpawnPosition(), FuncDoor.StartMove(bool), FuncDoor.JumpToEnd(bool), FuncDoor.MoveDone(), FuncDoor.Use(BaseEntity?), FuncDoor.OnTouch(BaseEntity), FuncDoor.OnStartBlocked(BaseEntity), FuncDoor.OnEndBlocked(), FuncDoor.OnBlocked(BaseEntity), FuncDoor.InputOpen(EntityInputData), FuncDoor.InputClose(EntityInputData), FuncDoor.InputToggle(EntityInputData), FuncDoor.InputLock(EntityInputData), FuncDoor.InputUnlock(EntityInputData), FuncDoor.InputSetSpeed(EntityInputData), FuncDoor.InputSetToggleState(EntityInputData), BaseToggle.Speed, BaseToggle.Lip, BaseToggle.MoveDirection, BaseToggle.FinalDestination, BaseToggle.IsLinearMoving, BaseToggle.IsPusher, BaseToggle.TurnsByAngleComponents, BaseToggle.LinearMove(Vector3), BaseToggle.AngularMove(Vector3, float), BaseToggle.FinishLinearMove(), BaseToggle.GetAxisDirection(bool, bool), BaseToggle.ResolveEntitySpaceMoveDirection(), BaseToggle.GetTravelDistance(Vector3), BaseModelEntity.Solid, BaseModelEntity.ModelNode, BaseModelEntity.LoadedModel, BaseModelEntity.CreateRootNode(), BaseModelEntity.BuildsCollider, BaseModelEntity.InputColor(EntityInputData), BaseModelEntity.InputAlpha(EntityInputData), BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, BaseEntity.KeyValues, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.SpawnTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.WorldOrigin, BaseEntity.WorldAngles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.CreateRootNode(), BaseEntity.CreateEditorNode(ObjectTypeFlags), BaseEntity.CreateEffect(string?, ParticleSnapshot?, bool), 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.JumpTo(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.TurnsByAngleComponents, BaseEntity.IsPusher, BaseEntity.IsUnblockableByPlayer, BaseEntity.MovesWithoutPushing, BaseEntity.PushesPlayerAsTrain, BaseEntity.HasVPhysicsSolid, BaseEntity.OnStartBlocked(BaseEntity), BaseEntity.OnBlocked(BaseEntity), BaseEntity.OnEndBlocked(), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.TurnBody(Vector3, Vector3), BaseEntity.SetOriginAndAngles(Vector3, Vector3), BaseEntity.SetWorldOriginAndAngles(Vector3, Vector3), BaseEntity.AddNode(SceneNode, bool), BaseEntity.OnRemove(), BaseEntity.UpdateTransform(), BaseEntity.UpdateColliderTransform(), BaseEntity.UpdateRenderTransform(float), BaseEntity.SnapInterpolation(), 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; }Property Value
AngleOpen
Gets the angle the door rests at when open.
public Vector3 AngleOpen { get; }Property Value
Distance
Gets how far the door swings, in degrees.
public float Distance { get; }Property Value
Methods
JumpToEnd(bool)
Puts the door at one of its ends outright, without travelling or changing what it thinks it is doing. Source's SetToggleState.
protected override void JumpToEnd(bool atOpenEnd)Parameters
atOpenEnd bool
Whether to the open end rather than the closed one.
SetUpSpawnPosition()
Puts the door where it spawns. A sliding door that spawns open is moved to its open end and counts as open, so closing it takes it back to where the map authored it.
protected override void SetUpSpawnPosition()StartMove(bool)
Sets the door travelling towards one of its two ends.
protected override void StartMove(bool opening)Parameters
opening bool

