Enum FuncRotating.SpawnFlag ​
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
What a func_rotating's spawnflags mean. The axis flags are named for what they do; the engine's own constants name them for the QAngle component they set, which is why its Z_AXIS rolls and its X_AXIS pitches.
[Flags]
public enum FuncRotating.SpawnFlag : uintFields ​
StartOn = 1
Spawns already spinning at maxspeed.
Backwards = 2
Spins the other way.
RollAxis = 4
Rotates about the world X axis (roll). Hammer "X Axis".
PitchAxis = 8
Rotates about the world Y axis (pitch). Hammer "Y Axis".
AccelerateDecelerate = 16
Ramps up to speed and back down instead of snapping.
Hurt = 32
Hurts whatever it touches, scaled by rotation speed. Hammer "Fan Pain". Not simulated.
NotSolid = 64
Never solid, for things like fake volumetric light cones.
SmallSoundRadius = 128
Rotation sound is heard from close by. Attenuation is not simulated.
MediumSoundRadius = 256
Rotation sound carries a middling distance. Attenuation is not simulated.
LargeSoundRadius = 512
Rotation sound carries a long way, the Hammer default. Attenuation is not simulated.

