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https://github.com/EpochModTeam/DayZ-Epoch.git
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more configs
This commit is contained in:
409
SQF/dayz_code/Configs/CfgVehicles/DZE/Doors.hpp
Normal file
409
SQF/dayz_code/Configs/CfgVehicles/DZE/Doors.hpp
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@@ -0,0 +1,409 @@
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/* Again your very own basic definition*/
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class DZE_Base_Object : All {
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scope = 0;
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side = 3;
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icon = "\ca\data\data\Unknown_object.paa";
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nameSound = "object";
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simulation = "house";
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picture = "pictureStaticObject";
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model="";
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sound = "Building";
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placement = "vertical";
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ladders[] = {};
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vehicleClass = "";
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displayName = "";
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coefInside = 1;
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coefInsideHeur = 0.25;
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mapSize = 7.5;
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animated = true;
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armor = 200;
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destrType = "DestructBuilding";
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damageResistance = 0.004;
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class DestructionEffects {
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class Sound {
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simulation = "sound";
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type = "DestrHouse";
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position = "destructionEffect1";
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intensity = 1;
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interval = 1;
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lifeTime = 0.05;
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};
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class DestroyPhase1 {
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simulation = "destroy";
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type = "DelayedDestruction";
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lifeTime = 2.5;
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position = "";
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intensity = 1;
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interval = 1;
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};
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class DamageAround1 {
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simulation = "damageAround";
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type = "DamageAroundHouse";
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position = "";
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intensity = 1;
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interval = 1;
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lifeTime = 1;
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};
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};
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};
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/* Your very own base class for buildings*/
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class DZE_Housebase : DZE_Base_Object {
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scope = 1;
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model = "";
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icon = "";
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displayName = "";
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animated = true;
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vehicleClass = "Fortifications";
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nameSound = "house";
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accuracy = 0.2;
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typicalCargo[] = {};
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transportAmmo = 0;
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transportRepair = 0;
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transportFuel = 0;
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mapSize = 11;
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cost = 0;
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armor = 800;
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reversed = 0;
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/*extern*/ class DestructionEffects;
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};
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class Land_DZE_WoodDoor_Base: DZE_Housebase {
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model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; /* path to the object */
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displayName = "Wood Door Base"; /* entry in Stringtable.csv */
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nameSound = "";
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mapSize = 8; /* Size of the icon */
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icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
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accuracy = 1000;
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armor = 150; /* "Lifepoints", if you like to call it that way.*/
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destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
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scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
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offset[] = {0,1.5,0};
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class DestructionEffects : DestructionEffects
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{
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class Ruin1
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{
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simulation = "ruin";
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type = "CA\Structures\Ruins\rubble_wood_02"; /* path to the object*/
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/* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/
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position = "";
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intensity = 1;
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interval = 1;
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lifeTime = 1;
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};
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};
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maintainBuilding[] = {{"PartWoodPlywood",1},{"PartWoodLumber",1}};
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};
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class Land_DZE_WoodDoorLocked_Base: DZE_Housebase {
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model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; /* path to the object */
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displayName = "Wood Door Base"; /* entry in Stringtable.csv */
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nameSound = "";
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mapSize = 8; /* Size of the icon */
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icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
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accuracy = 1000;
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armor = 150; /* "Lifepoints", if you like to call it that way.*/
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destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
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scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
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offset[] = {0,1.5,0};
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class DestructionEffects : DestructionEffects
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{
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class Ruin1
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{
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simulation = "ruin";
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type = "CA\Structures\Ruins\rubble_wood_02"; /* path to the object*/
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/* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/
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position = "";
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intensity = 1;
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interval = 1;
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lifeTime = 1;
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};
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};
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};
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/* Same name as stated in the Class DestructionEffects, but an "Land_" added infront*/
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class Land_rubble_wood_02 : ruins {
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scope = 1;
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model = "CA\Structures\Ruins\rubble_wood_02.p3d";
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displayName = "Wood Wall ruins";
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};
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/* Your doorsegment is derivated from the normal wall.*/
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class Land_DZE_WoodDoor: Land_DZE_WoodDoor_Base {
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model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d";
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displayName = "Wood Door";
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GhostPreview = "WoodDoor_Preview_DZ";
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upgradeBuilding[] = {"Land_DZE_WoodDoorLocked",{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName="Open Door";
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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condition="this animationPhase ""Open_door"" < 0.5";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0];";
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};
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};
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};
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class Land_DZE_WoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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model = "\z\addons\dayz_epoch\models\small_wall_door_locked_anim.p3d";
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displayName = "Wood Door Locked";
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GhostPreview = "WoodDoor_Preview_DZ";
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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class Open_hinge {
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source = "user";
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animPeriod = 1; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName="Open Door";
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 1]";
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};
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class Lock_Door : Open_Door
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{
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displayName="Lock Door";
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(DZE_Lock_Door == (this getvariable['characterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_hinge"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName="Unlock Door";
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="(DZE_Lock_Door == (this getvariable['characterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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statement="this animate [""Open_hinge"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 0]";
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};
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};
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};
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class Land_DZE_LargeWoodDoor: Land_DZE_WoodDoor_Base {
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model = "\z\addons\dayz_epoch\models\large_wall_door_anim.p3d";
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displayName = "Large Wood Door";
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GhostPreview = "LargeWoodDoor_Preview_DZ";
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upgradeBuilding[] = {"Land_DZE_LargeWoodDoorLocked",{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName="Open Door";
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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condition="this animationPhase ""Open_door"" < 0.5";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0]";
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};
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};
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};
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class Land_DZE_LargeWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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model = "\z\addons\dayz_epoch\models\large_wall_door_locked_anim.p3d";
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displayName = "Large Wood Door Locked";
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GhostPreview = "LargeWoodDoor_Preview_DZ";
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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class Open_hinge {
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source = "user";
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animPeriod = 1; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName="Open Door";
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 1]";
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};
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class Lock_Door : Open_Door
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{
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displayName="Lock Door";
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(DZE_Lock_Door == (this getvariable['characterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_hinge"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName="Unlock Door";
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="(DZE_Lock_Door == (this getvariable['characterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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statement="this animate [""Open_hinge"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 0]";
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};
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};
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};
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class Land_DZE_GarageWoodDoor: Land_DZE_WoodDoor_Base {
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model = "\z\addons\dayz_epoch\models\Garage_door_anim.p3d";
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displayName = "Garage Wood Door";
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GhostPreview = "GarageWoodDoor_Preview_DZ";
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upgradeBuilding[] = {"Land_DZE_GarageWoodDoorLocked",{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName="Open Door";
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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condition="this animationPhase ""Open_door"" < 0.5";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0]";
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};
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};
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};
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class Land_DZE_GarageWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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model = "\z\addons\dayz_epoch\models\Garage_door_locked_anim.p3d";
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displayName = "Garage Wood Door Locked";
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GhostPreview = "GarageWoodDoor_Preview_DZ";
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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class Open_hinge {
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source = "user";
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animPeriod = 1; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName="Open Door";
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 1]";
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};
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class Lock_Door : Open_Door
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{
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displayName="Lock Door";
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(DZE_Lock_Door == (this getvariable['characterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_hinge"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName="Unlock Door";
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="(DZE_Lock_Door == (this getvariable['characterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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statement="this animate [""Open_hinge"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 0]";
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};
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};
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};
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