function gate_demand_init(e) end function gate_demand_main(e) PlayerDist = GetPlayerDistance(e) if PlayerDist < 130 and g_PlayerHealth > 0 then GetEntityPlayerVisibility(e) if 1 then if g_Entity[e]['activated'] == 0 then if g_Entity[e]['haskey'] == -1 then SetActivated(e,1) else if g_Entity[e]['plrvisible'] == 1 then if g_Entity[e]['haskey'] == 1 then Prompt("The door is locked. Press E key to unlock door") if g_KeyPressE == 1 then SetActivated(e,1) end else Prompt("The door is locked. Find a key to unlock door") end end end else if gate_unlocked == 0 then Prompt("You need to disarm the bombs first") else if g_Entity[e]['activated'] == 1 then -- door is unlocked and closed if g_Entity[e]['plrvisible'] == 1 then Prompt("Press E to open door") if g_KeyPressE == 1 and g_Entity[e]['animating'] == 0 and door_pressed == 0 then SetAnimation(0) PlayAnimation(e) g_Entity[e]['animating'] = 1 SetActivated(e,2) ActivateIfUsed(e) PlaySound(e,0) StartTimer(e) door_pressed = 1 end end else if g_Entity[e]['activated'] == 2 then -- door collision off after 1 second if GetTimer(e)>1000 then CollisionOff(e) end -- door is open if g_Entity[e]['plrvisible'] == 1 then if g_KeyPressE == 1 and g_Entity[e]['animating'] == 0 and door_pressed == 0 then SetAnimation(1) PlayAnimation(e) g_Entity[e]['animating'] = 1 SetActivated(e,1) PlaySound(e,1) CollisionOn(e) door_pressed = 1 end end end end end end end end if g_KeyPressE == 0 then door_pressed = 0 end end function gate_demand_exit(e) end