Entities Definitions - Rotation 

Rotation Entities Index 
    info_rotate 
    func_rotate_entity 
    path_rotate 
    func_rotate_train 
    rotate_object 
    func_rotate_door 
    func_clock 



info_rotate (0 0.5 0) (-4 -4 -4) (4 4 4) 
    Used as the point of rotation for rotatable objects.



func_rotate_entity (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE START_ON 
    Creates an entity that continually rotates. Can be toggled on nd off if 
    targeted. 
    TOGGLE allows the rotation to be toggled on/off. 
    START_ON wether the entity is spinning when spawned. If TOGGLE is 0, entity 
    can be turned on, but not off. If "deathtype" is set with a string, this is 
    the message that will appear when a player is killed by the train. 
    "rotate" is the rate to rotate. 
    "target" is the rotating entity. 
    "speed" is how long the entity takes to go from standing still to full speed 
    and vice-versa.



path_rotate (0.5 0.3 0) (-8 -8 -8) (8 8 8) ROTATION ANGLES STOP NO_ROTATE DAMAGE 
MOVETIME SET_DAMAGE 
    Path for rotate_train. 
    ROTATION tells train to rotate at rate specified by "rotate". Use '0 0 0' to 
    stop rotation. 
    ANGLES tells train to rotate to the angles specified by "angles" while 
    traveling to this path_rotate. Use values < 0 or > 360 to guarantee that it 
    turns in a certain direction. Having this flag set automatically clears any 
    rotation. 
    STOP tells the train to stop and wait to be retriggered. 
    NO_ROTATE tells the train to stop rotating when waiting to be triggered. 
    DAMAGE tells the train to cause damage based on "dmg". 
    MOVETIME tells the train to interpret "speed" as the length of time to take 
    moving from one corner to another. 
    SET_DAMAGE tells the train to set all targets damage to "dmg" 
    "noise" contains the name of the sound to play when train stops. 
    "noise1" contains the name of the sound to play when train moves. 
    "event" is a target to trigger when train arrives at path_rotate.



func_rotate_train (0 .5 .8) (-8 -8 -8) (8 8 8) 
    In path_rotate, set speed to be the new speed of the train after it reaches 
    the path change. If speed is -1, the train will warp directly to the next 
    path change after the specified wait time. If MOVETIME is set on the 
    path_rotate, the train to interprets "speed" as the length of time to take 
    moving from one corner to another. 
    "path" specifies the first path_rotate and is the starting position. If the 
    train is the target of a button or trigger, it will not begin moving until 
    activated. The func_rotate_train entity is the center of rotation of all 
    objects targeted by it. 
    "deathtype" this is the message that will appear when a player is killed by 
    the train. 
    "speed" the rate at wich the train moves. default 100 
    "dmg" if the damage done to somethine that blocks the train's movement. 
    default 0 
    "sounds" the kind of sounds that will be played for the train. 
        1 - ratchet metal 
    "noise" contains the name of the sound to play when train stops. 
    "noise1" contains the name of the sound to play when train moves. 
    Both "noise" and "noise1" defaults depend upon "sounds" variable and can be 
    overridden by the "noise" and "noise1" variable in path_rotate. Also in 
    path_rotate, if STOP is set, the train will wait until it is retriggered 
    before moving on to the next goal.



rotate_object (0 .5 .8) ? 
    This defines an object to be rotated. Used as the target of 
    func_rotate_door.



func_rotate_door (0 .5 .8) (-8 -8 -8) (8 8 8) STAYOPEN 
    Creates a door that rotates between two positions around a point of rotation 
    each time it's triggered. 
    STAYOPEN tells the door to reopen after closing. This prevents a 
    trigger-once door from closing again when it's blocked. 
    "dmg" specifies the damage to cause when blocked. Defaults to 2. Negative 
    numbers indicate no damage. 
    "speed" specifies how the time it takes to rotate 
    "sounds" 
        1 - medieval (default) 
        2 - metal 
        3 - base 



func_clock (0 0 0.5) (0 0 0) (32 32 32) 
    Creates one hand of a "clock". Set the angle to be the direction the clock 
    is facing. 
    "event" is the targetname of the entities to trigger when hand strikes 12. 
    "cnt" is the time to start at. 
    "count" is the # of seconds it takes to make a full revolution (seconds is 
    60, minutes 3600, hours 43200).  default is 60.
