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Grimwar/Entities/func rotate

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All entities

Rotate owned geometry as a door or a continuously moving object.

Placement: Geometry owned by the entity.

Set it up

Parent the geometry beneath the marker and choose local Rotation Axes. Door mode moves between closed and Angle; continuous mode uses open/start to run and close/stop to pause. reverse and set_phase apply to continuous mode. Put a rotating child beneath a moving parent when it should move with that parent.

Settings

These are the initial authoring values. Script inputs and runtime state are listed separately below.

Setting Default Meaning and choices
rotation_axes
Rotation Axes
Y (2) Local rotation axes. Select one or more axes. Choices: None (0), X (1), Y (2), Z (4), All (7).
angle
Angle
90 Door mode only. Signed angle in degrees between closed and open.
speed
Speed
90 Rotation speed in degrees per second. Minimum: 0.01.
loop_continuously
Loop Continuously
false Rotate continuously on the server tick instead of moving between door-style endpoints. Open/Start runs the rotator; Close/Stop pauses it.
start_phase
Start Phase
0 Continuous mode only. Initial rotation phase in degrees around every selected axis.
start_active
Start Active
true Continuous mode only. Start rotating as soon as the entity initializes.
reverse_direction
Reverse Direction
false Continuous mode only. Begin rotating in the negative direction.
reset_delay
Reset Delay
-1 Door mode only. Automatically close after this delay. -1 never closes automatically. Minimum: -1.
start_locked
Start Locked
false Value type: bool.
start_open
Start Open
false Door mode only. Begin at the open endpoint.
ignore_nav_mesh
Ignore Nav Mesh
true Exclude this entity from navigation-mesh building. This does not disable its gameplay collision.

VSig contract

Use the names below with a ref bound to this entity. The value column describes the catalog value type, not a C# method signature. See Read the reference for arguments, authority, and common controls.

Kind Member Value Authority / access
Input close string Server
Input kill none Server
Input lock string Server
Input open string Server
Input reverse string Server
Input set_angle float Server
Input set_phase float Server
Input set_speed float Server
Input start string Server
Input stop string Server
Input toggle string Server
Input unlock string Server
Output close string Server
Output killed none Server
Output open string Server
Output started string Server
Output stopped string Server
Property angle float Server; read/write
Property is_active bool Server; read/write
Property is_locked bool Server; read/write
Property is_open bool Server; read/write
Property is_reversed bool Server; read/write
Property phase float Server; read/write
Property speed float Server; read/write
State state RotateEntityState Server; read/write

Capture ref.state from one matching entity and use ref.restore(saved_state) to restore a compatible snapshot.