This article's documentation is for the "GoldSrc" engine. Click here for more information.

Func water (GoldSrc): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 4: Line 4:
{{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

English (en)Translate (Translate)
edit
C++ Class hierarchy
CBaseDoor
CBaseToggle
CBaseAnimating
CBaseDelay
CBaseEntity
C++ doors.cpp

func_water is a brush entity available in all GoldSrc 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.

Cpp.pngCode:Both 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.
Note.pngNote:All Keyvalues and Spawnflags are the same as func_door.