CBasePropDoor
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Code classes:
CBasePropDoor
CDynamicProp
CBreakableProp
CBaseProp
(props)CBaseAnimating
(models)CBaseEntity
(all ents)
CBasePropDoor
is a class shared by model-based door entities.
Bug: NPCs are supposed to be able to hear doors opening and closing, but they don't visibly react to it.
Flags[edit | edit source]
- 2048: Starts locked - Cannot be opened or closed until Unlocked.
- 4096: Door silent - Door does not play sounds. All sounds can be controlled with the keyvalues below.
- 8192: Use closes
- 16384:
Door silent to NPCs- No effect.
- 32768: Ignore player
+use
Keyvalues[edit | edit source]
- Speed
(speed)
<float>
- How fast the door moves, in world units per second (or degrees per second, if the door rotates).
- Hardware Type
(hardware)
<integer>
- Sets the model's
$bodygroup
. The opening/closing sounds may also change.- 0: None
- 1: Lever (door knob)
- 2: Push bar
- 3: Keypad
- Delay Before close
(returndelay)
<float>
- Amount of time, in seconds, after the door has opened before it closes. If the value is set to -1, the door never closes itself.
- Moving Sound
(soundmoveoverride)
<sound>
- Sound to play when the door starts to close or open. Doors may have default sounds which play depending on the model.
- Fully Open Sound
(soundopenoverride)
<sound>
- Sound to play when the door finishes opening.
- Fully Closed Sound
(soundcloseoverride)
<sound>
- Sound to play when the door finishes closing.
- Locked Sound
(soundlockedoverride)
<sound>
- Sound played when the player tries to open the door, and fails because it's locked.
- Unlocked Sound
(soundunlockedoverride)
<sound>
- Sound to play when the door is used while not currently moving.
- Slave Name
(slavename)
<target_destination>
- Targetname of another door that should open and close whenever this one does.
- Force Closed
(forceclosed)
<boolean>
- If set, this door will close even if something is blocking it. The door will attempt to break or shove the object out of the way.
Damage Inflicted When Blocked(dmg)
<float>
- Disabled in code.
Set Locked Sound (Not in FGD)(soundsetlockedoverride)
<sound>
(only available in )- No effect.
Set Unlocked Sound (Not in FGD)(soundsetunlockedoverride)
<sound>
(only available in )- No effect.
Inputs[edit | edit source]
- Open
- If not already open, opens the door.
- OpenAwayFrom
<target_destination>
- If not already open, opens the door away from the specified entity (to avoid hitting that entity).
- Close
- If not already open, closes the door.
- Toggle
- If open, close. If closed, open.
- Use (Not in FGD)
- Like Toggle, opens or closes the door. The difference is that this input will behave more like it was opened by a real person (special sounds, lever animation, etc). OnLockedUse will fire if applicable.
- Lock
- Makes the door unable to be opened or closed.
- Unlock
- Makes the door openable and closable.
- PlayerOpen (Not in FGD) (only available in )
- Like Use, act as if a player opened the door.
- PlayerClose (Not in FGD) (only available in )
- Like Use, act as if a player closed the door.
Outputs[edit | edit source]
- OnOpen
- Fires when the door begins to open. (This does not include attempts made to open the door while it is locked.)
- OnClose
- Fires when the door begins to close.
- OnFullyOpen
- Fires when the door is finished opening.
- OnFullyClosed
- Fires when the door is finished closing.
- OnBlockedOpening
- Fires when the door is blocked while opening. activator is whatever blocks the door.
- OnBlockedClosing
- Fires when the door is blocked while closing. activator is whatever blocks the door.
- OnUnblockedOpening
- Fires when the door is no longer being blocked while opening.
- OnUnblockedClosing
- Fires when the door is no longer being blocked while closing.
- OnLockedUse
- Fires when the player attempts to open or close the door, but fails because it's locked.