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func_door
This is an entity, present on Quake, Quake II, Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4 and Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.
Quake
if two doors touch, they are assumed to be connected and operate as a unit.
Key doors are always wait -1.
Spawnflags
| Flag |
Bit |
Description |
| START_OPEN |
1 |
causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). |
| DOOR_DONT_LINK |
4 |
|
| GOLD_KEY |
8 |
|
| SILVER_KEY |
16 |
|
| TOGGLE |
32 |
causes the door to wait in both the start and end states for a trigger event. |
Keys
| Key |
Description |
| message |
is printed when the door is touched if it is a trigger door and it hasn't been fired yet |
| angle |
determines the opening direction |
| targetname |
if set, no touch field will be spawned and a remote button or trigger field activates the door. |
| health |
if set, door must be shot open |
| speed |
movement speed (default 100) |
| wait |
wait before returning (default 3, -1 = never return) |
| lip |
lip remaining at end of move (default 8) |
| dmg |
damage to inflict when blocked (default 2) |
| sounds |
0) no sound 1) stone 2) base 3) stone chain 4) screechy metal |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
Quake II
Spawnflags
| Flag |
Bit |
Description |
| START_OPEN |
1 |
the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). |
| CRUSHER |
4 |
|
| NOMONSTER |
8 |
monsters will not trigger this door |
| ANIMATED |
16 |
|
| TOGGLE |
32 |
wait in both the start and end states for a trigger event. |
| ANIMATED_FAST |
64 |
|
Keys
| Key |
Description |
| message |
is printed when the door is touched if it is a trigger door and it hasn't been fired yet |
| angle |
determines the opening direction |
| targetname |
if set, no touch field will be spawned and a remote button or trigger field activates the door. |
| health |
if set, door must be shot open |
| speed |
movement speed (100 default) |
| wait |
wait before returning (3 default, -1 = never return) |
| lip |
lip remaining at end of move (8 default) |
| dmg |
damage to inflict when blocked (2 default) |
| sounds |
1) silent 2) light 3) medium 4) heavy |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_door |
Quake III Arena
TOGGLE wait in both the start and end states for a trigger event.
NOMONSTER monsters will not trigger this door
Spawnflags
| Flag |
Bit |
Description |
| START_OPEN |
1 |
the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). |
| CRUSHER |
4 |
|
Keys
| Key |
Description |
| model2 |
.md3 model to also draw |
| angle |
determines the opening direction |
| targetname |
if set, no touch field will be spawned and a remote button or trigger field activates the door. |
| speed |
movement speed (100 default) |
| wait |
wait before returning (3 default, -1 = never return) |
| lip |
lip remaining at end of move (8 default) |
| dmg |
damage to inflict when blocked (2 default) |
| color |
constantLight color |
| light |
constantLight radius |
| health |
if set, the door must be shot open |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_door |
RTCW Single Player
NOMONSTER monsters will not trigger this door
SOUND NAMING INFO - inside "sound/movers/doors/door<number>... _open.wav // opening _endo.wav // open _close.wav // closing _endc.wav // closed _loopo.wav // opening loop _loopc.wav // closing loop _locked.wav // locked
_openq.wav // opening quietly _endoq.wav // open quietly _closeq.wav // closing quietly _endcq.wav // closed quietly
and for rotating doors: _kicked.wav _kickedend.wav
Spawnflags
| Flag |
Bit |
Description |
| START_OPEN |
1 |
the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). |
| TOGGLE |
2 |
wait in both the start and end states for a trigger event. |
| CRUSHER |
4 |
|
| TOUCH |
8 |
|
| SHOOT-THRU |
16 |
Bullets don't stop when they hit the door. Set "shoot_thru_scale" with bullet damage scale (see below) |
Keys
| Key |
Description |
| key |
-1 for locked, key number for which key opens, 0 for open. default '0' unless door is targeted. (trigger_aidoor entities targeting this door do /not/ affect the key status) |
| model2 |
.md3 model to also draw |
| angle |
determines the opening direction |
| targetname |
if set, no touch field will be spawned and a remote button or trigger field activates the door. |
| speed |
movement speed (100 default) |
| closespeed |
optional different movement speed for door closing |
| wait |
wait before returning (3 default, -1 = never return) |
| lip |
lip remaining at end of move (8 default) |
| dmg |
damage to inflict when blocked (2 default) |
| color |
constantLight color |
| light |
constantLight radius |
| health |
if set, the door must be shot open |
| team |
team name. other doors with same team name will open/close in syncronicity |
| noisescale |
multiplier for how far the noise from the door will travel to alert AI |
| type |
use sounds based on construction of door: 0 - nosound (default) 1 - metal 2 - stone 3 - lab 4 - wood 5 - iron/jail 6 - portcullis 7 - wood (quiet) |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_door |
RTCW Multiplayer
NOMONSTER monsters will not trigger this door
SOUND NAMING INFO - inside "sound/movers/doors/door<number>... _open.wav // opening _endo.wav // open _close.wav // closing _endc.wav // closed _loopo.wav // opening loop _loopc.wav // closing loop _locked.wav // locked
_openq.wav // opening quietly _endoq.wav // open quietly _closeq.wav // closing quietly _endcq.wav // closed quietly
and for rotating doors: _kicked.wav _kickedend.wav
Spawnflags
| Flag |
Bit |
Description |
| START_OPEN |
1 |
the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). |
| TOGGLE |
2 |
wait in both the start and end states for a trigger event. |
| CRUSHER |
4 |
|
| TOUCH |
8 |
|
| SHOOT-THRU |
16 |
Bullets don't stop when they hit the door. Set "shoot_thru_scale" with bullet damage scale (see below) |
Keys
| Key |
Description |
| key |
-1 for locked, key number for which key opens, 0 for open. default '0' unless door is targeted. (trigger_aidoor entities targeting this door do /not/ affect the key status) |
| model2 |
.md3 model to also draw |
| angle |
determines the opening direction |
| targetname |
if set, no touch field will be spawned and a remote button or trigger field activates the door. |
| speed |
movement speed (100 default) |
| closespeed |
optional different movement speed for door closing |
| wait |
wait before returning (3 default, -1 = never return) |
| lip |
lip remaining at end of move (8 default) |
| dmg |
damage to inflict when blocked (2 default) |
| color |
constantLight color |
| light |
constantLight radius |
| health |
if set, the door must be shot open |
| team |
team name. other doors with same team name will open/close in syncronicity |
| shoot_thru_scale |
Multiplier for how much damage bullets do that have passed through the door. Effectively how much damage the door 'absorbs'. 0.0 - 1.0 (0.0 will turn SHOOT-THRU off, 1.0 is full damage) |
| type |
use sounds based on construction of door: 0 - nosound (default) 1 - metal 2 - stone 3 - lab 4 - wood 5 - iron/jail 6 - portcullis 7 - wood (quiet) |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_door |
Enemy Territory
NOMONSTER monsters will not trigger this door
SOUND NAMING INFO - inside "sound/movers/doors/door<number>... _open.wav // opening _endo.wav // open _close.wav // closing _endc.wav // closed _loopo.wav // opening loop _loopc.wav // closing loop _locked.wav // locked
_openq.wav // opening quietly _endoq.wav // open quietly _closeq.wav // closing quietly _endcq.wav // closed quietly
and for rotating doors: _kicked.wav _kickedend.wav
Spawnflags
| Flag |
Bit |
Description |
| START_OPEN |
1 |
the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). |
| TOGGLE |
2 |
wait in both the start and end states for a trigger event. |
| CRUSHER |
4 |
|
| TOUCH |
8 |
|
| SHOOT-THRU |
16 |
|
Keys
| Key |
Description |
| key |
-1 for locked, key number for which key opens, 0 for open. default '0' unless door is targeted. (trigger_aidoor entities targeting this door do /not/ affect the key status) |
| model2 |
.md3 model to also draw |
| angle |
determines the opening direction |
| targetname |
if set, no touch field will be spawned and a remote button or trigger field activates the door. |
| speed |
movement speed (100 default) |
| closespeed |
optional different movement speed for door closing |
| wait |
wait before returning (3 default, -1 = never return) |
| lip |
lip remaining at end of move (8 default) |
| dmg |
damage to inflict when blocked (2 default) |
| color |
constantLight color |
| light |
constantLight radius |
| health |
if set, the door must be shot open |
| team |
team name. other doors with same team name will open/close in syncronicity |
| lockpickTime |
time to unpick the lock on a locked door - use with key set to 99 |
| type |
use sounds based on construction of door: 0 - nosound (default) 1 - metal 2 - stone 3 - lab 4 - wood 5 - iron/jail 6 - portcullis 7 - wood (quiet) |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_door |
DOOM 3
Door.
Keys
| Key |
Type |
Default |
Description |
| start_open |
bool |
0 |
the door moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). |
| no_touch |
bool |
0 |
the door should not be triggered by the player touching it, only by another trigger. in multiplayer, this door can't be shot to open. |
| locked |
bool |
|
used in conjunction with no_touch,the door must be triggered by a trigger, after which it works normally. if locked = 1 then the door opens when unlocked, if locked = 2 then the door just becomes unlocked. |
| buddy |
var |
|
will toggle shaderparm 7 of the entity given as a buddy, this allows shaders to be remapped for lock status etc. |
| crusher |
bool |
0 |
the door does not reverse when blocked. |
| angle |
var |
0 |
determines the opening direction. |
| movedir |
var |
|
determines the opening direction. if set, 'angle' determines orientation. |
| speed |
var |
100 |
movement speed. |
| time |
var |
|
movement time in seconds. overrides speed. used for doors that move different distances, but still need to be synced. |
| wait |
bool |
3 |
wait before returning (-1 = never return). |
| toggle |
bool |
|
wait at each position until triggered again. |
| lip |
var |
8 |
lip remaining at end of move. |
| dmg |
var |
2 |
damage to inflict when blocked. |
| health |
var |
0 |
if set, the door must be shot open. |
| triggersize |
var |
60 |
sets the amount the trigger extends from the door. |
| gui_noninteractive |
bool |
|
any gui attached will not be interactive |
| snd_locked |
snd |
default_door_locked |
sound to play if door is locked and player approaches. |
| snd_open |
snd |
default_door_open |
sound to play when opening. |
| snd_close |
snd |
default_door_close |
sound to play when closing. |
| snd_opened |
snd |
|
looping sound for it's opened state. |
| triggerClosed |
var |
|
name of entity to trigger when door closes, can be iterated with triggerClosed2, 3 etc. |
| triggerOpened |
var |
|
name of entity to trigger when door opens, can be iterated with triggerOpened2, 3 etc. |
| triggerBlocked |
var |
|
name of entity to trigger when door is blocked, can be iterated with triggerBlocked2, 3 etc. |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
idDoor -> idMover_Binary -> idEntity -> idClass |
| Color |
0 .5 .8 |
Script events
| Event |
Declared by |
| activate |
idDoor |
| open |
idDoor |
| close |
idDoor |
| lock |
idDoor |
| isOpen |
idDoor |
| isLocked |
idDoor |
| spectatorTouch |
idDoor |
| openPortal |
idDoor |
| closePortal |
idDoor |
| enable |
idMover_Binary |
| disable |
idMover_Binary |
| getName |
idEntity |
| setName |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| setSkin |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| setGui |
idEntity |
| precacheGui |
idEntity |
| getGuiParm |
idEntity |
| getGuiParmFloat |
idEntity |
| guiNamedEvent |
idEntity |
| remove |
idClass |
 |
Quake 4
Door.
Keys
| Key |
Type |
Default |
Description |
| start_open |
bool |
0 |
the door moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). |
| no_touch |
bool |
0 |
the door should not be triggered by the player touching it, only by another trigger. in multiplayer, this door can't be shot to open. |
| locked |
bool |
|
used in conjunction with no_touch,the door must be triggered by a trigger, after which it works normally. if locked = 1 then the door opens when unlocked, if locked = 2 then the door just becomes unlocked. |
| buddy |
var |
|
will toggle shaderparm 7 of the entity given as a buddy, this allows shaders to be remapped for lock status etc. |
| crusher |
bool |
0 |
the door does not reverse when blocked. |
| angle |
var |
0 |
determines the opening direction. |
| movedir |
var |
|
determines the opening direction. if set, 'angle' determines orientation. |
| speed |
var |
100 |
movement speed. |
| time |
var |
|
movement time in seconds. overrides speed. used for doors that move different distances, but still need to be synced. |
| wait |
bool |
3 |
wait before returning (-1 = never return). |
| toggle |
bool |
|
wait at each position until triggered again. |
| lip |
var |
8 |
lip remaining at end of move. |
| dmg |
var |
2 |
damage to inflict when blocked. |
| health |
var |
0 |
if set, the door must be shot open. |
| triggersize |
var |
60 |
sets the amount the trigger extends from the door. |
| gui_noninteractive |
bool |
|
any gui attached will not be interactive |
| snd_locked |
snd |
door_default_locked |
sound to play if door is locked and player approaches. |
| snd_open |
snd |
door_default_open |
sound to play when opening. |
| snd_close |
snd |
door_default_close |
sound to play when closing. |
| snd_opened |
snd |
door_default_opened |
looping sound for it's opened state. |
| triggerClosed |
var |
|
name of entity to trigger when door closes, can be iterated with triggerClosed2, 3 etc. |
| triggerOpened |
var |
|
name of entity to trigger when door opens, can be iterated with triggerOpened2, 3 etc. |
| triggerBlocked |
var |
|
name of entity to trigger when door is blocked, can be iterated with triggerBlocked2, 3 etc. |
| triggerOnOpen |
var |
|
entity to trigger when the door trigger is first touched. When using openWait, |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
idDoor -> idMover_Binary -> idEntity -> idClass |
| Color |
0 .5 .8 |
Script events
| Event |
Declared by |
| activate |
idDoor |
| open |
idDoor |
| close |
idDoor |
| lock |
idDoor |
| isOpen |
idDoor |
| isLocked |
idDoor |
| spectatorTouch |
idDoor |
| openPortal |
idDoor |
| closePortal |
idDoor |
| enable |
idMover_Binary |
| disable |
idMover_Binary |
| getName |
idEntity |
| setName |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| setSkin |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| clearSkin |
idEntity |
| setContents |
idEntity |
| getLastBlocker |
idEntity |
| playEffect |
idEntity |
| stopEffect |
idEntity |
| stopAllEffects |
idEntity |
| getHealth |
idEntity |
| hideSurface |
idEntity |
| showSurface |
idEntity |
| guiEvent |
idEntity |
| playbackCallback |
idEntity |
| getBindMaster |
idEntity |
| applyImpulse |
idEntity |
| removeNullTargets |
idEntity |
| isA |
idEntity |
| isSameTypeAs |
idEntity |
| matchPrefix |
idEntity |
| clearTargetList |
idEntity |
| appendTarget |
idEntity |
| removeTarget |
idEntity |
| setHealth |
idEntity |
| remove |
idClass |
 |
Prey
Door.
Keys
| Key |
Type |
Default |
Description |
| start_open |
bool |
0 |
the door moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). |
| no_touch |
bool |
0 |
the door should not be triggered by the player touching it, only by another trigger. |
| locked |
bool |
|
used in conjunction with no_touch,the door must be triggered by a trigger, after which it works normally. if locked = 1 then the door opens when unlocked, if locked = 2 then the door just becomes unlocked. |
| buddy |
var |
|
will toggle shaderparm 7 of the entity given as a buddy, this allows shaders to be remapped for lock status etc. |
| crusher |
bool |
0 |
the door does not reverse when blocked. |
| angle |
var |
0 |
determines the opening direction. |
| movedir |
var |
|
determines the opening direction. if set, 'angle' determines orientation. |
| speed |
var |
100 |
movement speed. |
| time |
var |
|
movement time in seconds. overrides speed. used for doors that move different distances, but still need to be synced. |
| wait |
bool |
3 |
wait before returning (-1 = never return). |
| toggle |
bool |
|
wait at each position until triggered again. |
| lip |
var |
8 |
lip remaining at end of move. |
| dmg |
var |
2 |
damage to inflict when blocked. |
| health |
var |
0 |
if set, the door must be shot open. |
| triggersize |
var |
60 |
sets the amount the trigger extends from the door. |
| gui_noninteractive |
bool |
|
any gui attached will not be interactive |
| snd_locked |
snd |
door_locked |
sound to play if door is locked and player approaches. |
| snd_open |
snd |
func_door_open |
sound to play when opening. |
| snd_close |
snd |
func_door_close |
sound to play when closing. |
| snd_opened |
snd |
|
looping sound for it's opened state. |
| triggerStartOpen |
var |
|
name of the entity to trigger when open starts. |
| triggerClosed |
var |
|
name of entity to trigger when door closes, can be iterated with triggerClosed2, 3 etc. |
| triggerOpened |
var |
|
name of entity to trigger when door opens, can be iterated with triggerOpened2, 3 etc. |
| triggerBlocked |
var |
|
name of entity to trigger when door is blocked, can be iterated with triggerBlocked2, 3 etc. |
| airlockTeam |
var |
|
name of airlock team. only one door on a given airlock team can be open at a time |
| airlockTeamType |
var |
|
0 = force team to close before opening. 1 = binary airlock: only two doors allowed in group. Default: 0 |
| snd_airlock |
snd |
|
name of sound to play when door is locked because an airlock teammate is open |
| airlockwait |
var |
|
time to wait before playing snd_airlock again in seconds. Default: 3 |
| alwaysLocked |
bool |
|
forces shaderparm7 to 0 for sake of always locked doors |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
hhDoor -> idDoor -> idMover_Binary -> idEntity -> idClass |
| Color |
0.2 0.75 0.85 |
Script events
| Event |
Declared by |
| setBuddiesShaderParm |
hhDoor |
| activate |
idDoor |
| open |
idDoor |
| close |
idDoor |
| lock |
idDoor |
| isOpen |
idDoor |
| isLocked |
idDoor |
| openPortal |
idDoor |
| closePortal |
idDoor |
| enable |
idMover_Binary |
| disable |
idMover_Binary |
| moveToJoint |
idEntity |
| moveToJointWeighted |
idEntity |
| moveJointToJoint |
idEntity |
| moveJointToJointOffset |
idEntity |
| setSkin |
idEntity |
| spawnDebris |
idEntity |
| delayDamageEntity |
idEntity |
| dispose |
idEntity |
| setDeformation |
idEntity |
| setFloatKey |
idEntity |
| setVectorKey |
idEntity |
| setEntityKey |
idEntity |
| playerCanSee |
idEntity |
| setContents |
idEntity |
| setClipmask |
idEntity |
| setPortalCollision |
idEntity |
| killbox |
idEntity |
| getName |
idEntity |
| setName |
idEntity |
| findTargets |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| updateCameraTarget |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| playRumble |
idEntity |
| stopRumble |
idEntity |
| remove |
idClass |

Last changed Sep 21, 2026
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IRC: #func_arena @ irc.libera.chat
Discord: Map-Center
41 fraggers right now. Be nice to others.
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