NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
*/
+/*QUAKED func_conveyor (0 .5 .8) ? START_ON
+A conveyor. Solid brush version.
+-------- KEYS --------
+targetname: if set, it can be turned on/off
+angle: determines the opening direction
+speed: movement speed (200 default)
+-------- SPAWNFLAGS --------
+START_ON: the conveyor is turned on if not triggered
+*/
+
+/*QUAKED trigger_conveyor (0 .5 .8) ? START_ON
+A conveyor. Nonsolid trigger version.
+-------- KEYS --------
+targetname: if set, it can be turned on/off
+angle: determines the opening direction
+speed: movement speed (200 default)
+-------- SPAWNFLAGS --------
+START_ON: the conveyor is turned on if not triggered
+*/
+
/*QUAKED func_door (0 .5 .8) ? START_OPEN - DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE - - NOSPLASH
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.
If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. Note however that for linked doors to work properly, it is necessary that ALL linked doors have SOME volume of common area (that is, there must be a point that is part of ALL doors).
Brush entity that spins in place on one axis (default Z). Use an origin brush to specify the rotation axis.
To rotate around another axis, make a func_wall with an explicit avelocity given.
-------- KEYS --------
-speed: speed to rotate (in degrees per second)
+speed: speed to rotate (in degrees per second, default: 100)
noise: path/name of looping .wav file to play.
dmg: Do this much dmg every .dmgtime interval when blocked
dmgtime: See above. (0.25s default)