Func water (GoldSrc): Difference between revisions
Jump to navigation
Jump to search

Code:Both
Note:All Keyvalues and Spawnflags are the same as func_door.
SirYodaJedi (talk | contribs) No edit summary |
(the few relevant added by func_water fgd should still be listed as they are easy to miss on func_door) |
||
Line 2: | Line 2: | ||
{{TabsBar|main=Func water (Source)}} | {{TabsBar|main=Func water (Source)}} | ||
{{CD|CBaseDoor|base=CBaseToggle|goldsrc=doors.cpp}} | {{CD|CBaseDoor|base=CBaseToggle|goldsrc=doors.cpp}} | ||
{{ | {{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, namely the ability to move and be translucent. | ||
Note that {{code|!}}-prefixed textures will only appear on the top face of the entity, unlike world brushes. | Note that {{code|!}}-prefixed textures will only appear on the top face of the entity, unlike world brushes. | ||
{{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.}} | ||
== Notable keyvalues == | |||
{{KV|Wave Height|intn=WaveHeight|float|Height of waves on any {{code|!}}-prefixed textures on this entity. Default value is 3.2.}} | |||
{{KV|Contents|intn=skin|choices| | |||
* -3: "Water" | |||
* -4: "Slime" | |||
* -5: "Lava" | |||
}} | |||
{{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 01:34, 20 March 2025


![]() |
---|
CBaseDoor |
![]() |
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, namely the ability to move and be translucent.
Note that !-prefixed textures will only appear on the top face of the entity, unlike world brushes.

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.Notable keyvalues
- Wave Height (WaveHeight) <float>
- Height of waves on any !-prefixed textures on this entity. Default value is 3.2.
- Contents (skin) <choices>
- -3: "Water"
- -4: "Slime"
- -5: "Lava"
