Zh/Prop door rotating

它创建了一个普通的铰链门，可以由玩家和 NPC 打开。
== 支持的模型 ==
只有特定模型才会与此实体正常工作。它们是：
* props_c17\door01_left.mdl
* props_c17\door02_double.mdl
* props_doors\door03_slotted_left.mdl
* props_c17\door03_left.mdl 
<onlyinclude>
Most newer games have a model folder called "Props_Doors" where all doors are found, including static props that will not work for prop_door_rotating.
For a door model to be compatible, it must be a physics prop (Seen in Model broswers Info Tab) and the model origin must be on the hinge side of the door, because doors rotate around its origin.
大多数较新的游戏都有一个名为“Props_Doors”的模型文件夹，可以在其中找到所有门，包括 prop_door_rotating 无法使用的静态道具。
要使门模型兼容，它必须是物理道具（在模型浏览器信息选项卡中看到），并且模型原点必须位于门的铰链侧，因为门围绕其原点旋转。
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
== Custom Door Models ==
# Create ACT_IDLE, ACT_DOOR_LOCKED and ACT_DOOR_OPEN .
# Add a door_options block:
$keyvalues
{
	prop_data
	{
		blocklos 1
	}
	door_options
	{
		default // Fallbacks if something is missing elsewhere
		{
			open	Doors.FullOpen1
			close	Doors.FullClose1
			move	Doors.Move1
			locked		DoorHandles.Locked1
			unlocked	DoorHandles.Unlocked1
		}
		hardware0 // First hardware type, by default a handle
		{
			locked		DoorSound.Null
			unlocked	DoorSound.Null
		}
		hardware1 // Push bar
		{
			locked		DoorHandles.Locked1
			unlocked	DoorHandles.Unlocked1
		}
		hardware2 // Keypad
		{
			locked		DoorHandles.Locked2
			unlocked	DoorHandles.Unlocked2
		}
		skin0 // Skin-specific sounds, including a custom surfaceprop.
		{
			open	Doors.FullOpen4
			close	Doors.FullClose4
			move	Doors.Move4
			surfaceprop	wood // If no skin is specified, surfaceprop is always wood, no matter what's written elsewhere
		}
	}
}
=== L4D Series Doors===
The Left 4 Dead series introduced a new set of doors that can be broken down by Infected.
Those new doors make use of and new "Pound" and "Damage" listings in door_options, highlighted below.
Some doors in L4D2, which were ported from L4D, also have the following activities, although they do not seem to work: ACT_DOOR_ANIMTOLOCK, ACT_DOOR_ANIMTOUNLOCK, ACT_DOOR_OPENFAIL.
$collisiontext
{
	break 
	{
		"model"		"Props_downtown\door_interior_128_01_dm01_02" //Spawns a debris model.
		"health"		"100"
		"fadetime"		"10"
	}
}
$keyvalues
{
	prop_data 
	{
		"base"			"Door.Standard"
		"allowstatic"	"1"
		"blocklos"		"1"
		"dmg.bullets"	"0" //Bullets will no longer damage this door. In L4D2 this is only used on the last damage model.
	}
	door_options 
	{
		"defaults"		 
		{
			"open"			"Doors.FullOpen1"
			"close"			"Doors.FullClose1"
			"move"			"Doors.Move1"
			"locked"		"DoorHandles.Locked1"
			"unlocked"		"DoorHandles.Unlocked1"
			"pound"			"Doors.Wood.Pound1"								//Sound that plays when infected attack the door to break it down.
			"surfaceprop"	"wood"											//Overwrites Surfaceprop.
			"damage1"		"props_downtown\door_interior_128_01_DM01_01"	//What the first damage model is.
			"damage2"		"props_downtown\door_interior_128_01_DM02_01" 	//What the second damage model is.
			"damage3"		"props_downtown\door_interior_128_01_DM03_01" 	//What the third damage model is.
		}
	}
}
The "Damage1", "Damage2" and "Damage3" lines determine what models will be used for the broken stages of this door model.
== See also ==
* (sliding, -based)
* (brush-based)
* 
* - example use and illustration of doors.