{ saved_Open [0] saved_bCanOpen[false] resistDisarm[5] quest_door[false] bPlaySound[true] Init[ (s) { if (saved_Open = 0) { SetUseText(1896); } else { SetUsable(false); } SetMPUsable(true); } ] OpenDoor[ (s) { saved_bCanOpen=true; if( saved_Open = 0 ) { if (saved_bCanOpen = true) { // the door is closed. open it! if (bPlaySound = true) { GetPlayer().PlaySound( 63 ); } bPlaySound=true; SetPassable( true ); AddRotationTurn( 64*256 ); SetPassable( true ); saved_Open = 1; DoorOpened(self,1,0); //replicate door open 1 for open, 0 for normal door SetUsable(false); SetUseText(714); return; } } } ] }