;==============================================================
;
; warlab_door_13.ltx
;	CoC 1.5b r4 - DoctorX Questlines 2.0
;
;	Modified by: DoctorX
;	Last revised: July 27, 2018
;
;==============================================================


[logic]


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Door Always Open
;
;	Modified by DoctorX
;	for DoctorX Questlines 2.0
;	July 27, 2018
;
;--------------------------------------------------------------------------------------------------

; active = ph_door@locked
active = ph_door@open

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[ph_door@locked]
locked = true
closed = true
on_info = {+warlab_main_polter_scene_start} ph_door@horror_knock

[ph_door@horror_knock]
locked = true
closed = true
on_info = {~60 =dist_to_actor_le(8)} ph_door@horror_wait %=hit_npc(warlab_point_knock_13:door:0:1500) =play_particle_on_path(hit_fx\hit_stucco_statik:warlab_knock_points_13:70) =play_sound(trader_door_close_stop)%, ph_door@horror_silence
on_info2 = {+warlab_main_polter_dead} ph_door@open %+warlab_open_door_13 =play_sound(trader_door_unlock)%
tip_open =
tip_close =

[ph_door@horror_wait]
locked = true
closed = true
on_timer = 5000| ph_door@horror_knock
on_info = {+warlab_main_polter_dead} ph_door@open %+warlab_open_door_13 =play_sound(trader_door_unlock)%
on_use = {+warlab_main_polter_dead} ph_door@open, %+warlab_door_13_closed%
tip_open = dar_poltergeist_hold_the_door
tip_close =

[ph_door@horror_silence]
locked = false
closed = false
on_timer = 5000| ph_door@horror_knock
on_info = {+warlab_main_polter_dead} ph_door@open %+warlab_open_door_13 =play_sound(trader_door_unlock)%
on_use = {+warlab_main_polter_dead} ph_door@open
tip_open = dar_poltergeist_hold_the_door
tip_close =

[ph_door@open]
locked = false
closed = false
tip_open =
tip_close =