if(this.spawnflags & DOOR_NONSOLID)
this.solid = SOLID_NOT;
-// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
-// but spawn in the open position
+ // DOOR_START_OPEN is to allow an entity to be lighted in the closed position
+ // but spawn in the open position
+ // the tuba door on xoylent requires the delayed init
if (this.spawnflags & DOOR_START_OPEN)
InitializeEntity(this, door_init_startopen, INITPRIO_SETLOCATION);
settouch(this, door_touch);
-// LinkDoors can't be done until all of the doors have been spawned, so
-// the sizes can be detected properly.
+ // LinkDoors can't be done until all of the doors have been spawned, so
+ // the sizes can be detected properly.
InitializeEntity(this, LinkDoors, INITPRIO_LINKDOORS);
this.reset = door_reset;
bool autocvar_sv_doors_always_open;
#endif
-const int DOOR_START_OPEN = BIT(0);
+const int DOOR_START_OPEN = BIT(0); // has same meaning in Q3: reverse position 1 and 2
const int DOOR_DONT_LINK = BIT(2);
const int SPAWNFLAGS_GOLD_KEY = BIT(3); // Quake 1 compat, can only be used with func_door!
const int SPAWNFLAGS_SILVER_KEY = BIT(4); // Quake 1 compat, can only be used with func_door!