Func water (GoldSrc): Difference between revisions
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Code:Both
Note:All Keyvalues and Spawnflags are the same as func_door.
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{{this is a|brush entity|name=func_water|engine=GoldSrc}} A water texture (one prefixed with '!') will act as water (with [[texture prefixes|additional prefixes for other liquid types]]), but binding it to an entity gives added advantages. | {{this is a|brush entity|name=func_water|engine=GoldSrc}} A water texture (one prefixed with '!') will act as water (with [[texture prefixes|additional prefixes for other liquid types]]), but binding it to an entity gives added advantages. | ||
{{codenote|Both <code>func_water</code> and {{ent|func_door|engine=goldsrc}} are linked to [[CBaseDoor (GoldSrc)|CBaseDoor]] C++ class, and can be used interchangeably, setting {{code|skin}} to the appropriate contents. The only difference is when this entity collides with another entity with the same targetname: if the other entity is a "func_door" or "func_door_rotating", then this entity will stop when it hits the other entity.}} | {{codenote|Both <code>func_water</code> and {{ent|func_door|engine=goldsrc}} are linked to [[CBaseDoor (GoldSrc)|CBaseDoor]] C++ class, and can be used interchangeably, setting {{code|skin}} to the appropriate contents. The only difference is when this entity collides with another entity with the same targetname: if the other entity is a "func_door" or "func_door_rotating", then this entity will stop when it hits the other entity.}} | ||
{{note|All Keyvalues and Spawnflags are the same as {{ent|func_door|engine=goldsrc}}}} | {{note|All Keyvalues and Spawnflags are the same as {{ent|func_door|engine=goldsrc}}.}} |
Revision as of 12:16, 19 March 2025


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CBaseDoor |
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func_water
is a brush entity available in all GoldSrc games. A water texture (one prefixed with '!') will act as water (with additional prefixes for other liquid types), but binding it to an entity gives added advantages.

func_water
and func_door are linked to CBaseDoor C++ class, and can be used interchangeably, setting skin to the appropriate contents. The only difference is when this entity collides with another entity with the same targetname: if the other entity is a "func_door" or "func_door_rotating", then this entity will stop when it hits the other entity.