#NIGHTMARE 3D 2005 SOLID DOOR#
#Coded by Batteryman "Alexander Mikael" #

#SPRITE#
Sprite { ID = "BLNK"; }
#END#

#ID#
Thing {
  ID = "Solid door";
  DoomEd number = 2095;
  Spawn state = "sdoor";
  See state = "sdooropen";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "NULL";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 20;
  Height = 64;
  Mass = 65535;
   Flags = "mf_solid mf_noblood ";
}

#END#

#ID#
Thing {
  ID = "Solid-door-close";
  DoomEd number = 2096;
  Spawn state = "sdoorclose";
  See state = "sdoorclose1";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "NULL";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 20;
  Height = 64;
  Mass = 65535;
   Flags = "mf_solid mf_noblood ";
}
#END#

#STATE#

State {
  ID = "sdoor";
  Sprite = "BLNK";
  Frame = 0;
  Tics = 1;
Action = "A_Look";
Next state = "sdoor";
}

State {
  ID = "sdooropen";
  Sprite = "BLNK";
  Frame = 0;
  Tics = 60;
Action = "A_scream";
Next state = "sdooropen2";
}

State {
  ID = "sdooropen2";
  Sprite = "BLNK";
  Frame = 0;
  Tics = 1;

Next state = "NULL";
}

#END#

#STATE#
State {
  ID = "sdoorclose";
  Sprite = "BLNK";
  Frame = 0;
  Tics = 1;
Action = "A_Look";
Next state = "sdoorclose";
}

State {
  ID = "sdoorclose1";
  Sprite = "BLNK";
  Frame = 0;
  Tics = 64;
Action = "A_scream";
Next state = "sdoorclose2";
}

State {
  ID = "sdoorclose2";
  Sprite = "BLNK";
  Frame = 0;
  Tics = 64;

Next state = "sdoorclose2";
}

#END#

#MODEL#
ModelPath "Data\N3D2005\3D\OBJECTS\SOLID-DOOR";
Model {
State = "sdoor";
Scale XYZ = { 4.0 3.3 6.0 };
Offset XYZ { 0.0 1.0 0.0 };
Md2{File = "door.md2"; 
Frame = "frame01";
Skin file = "door.pcx";
};
}
Copy Model {
State = "sdooropen";
Md2{ Frame = "frame01";
};
}
Copy Model {
State = "sdooropen2";
Md2{ Frame = "frame02";
};
}

#END#

#MODEL#

ModelPath "Data\N3D2005\3D\OBJECTS\SOLID-DOOR";
Model {
State = "sdoorclose";
Scale XYZ = { 4.0 3.3 6.0 };
Offset XYZ { 0.0 1.0 0.0 };
Md2{File = "door.md2"; 
Frame = "frame01";
Skin file = "door.pcx";
};
}
Copy Model {
State = "sdoorclose1";
Md2{ Frame = "frame02";
};
}
Copy Model {
State = "sdoorclose2";
Md2{ Frame = "frame01";
};
}
#END#

#SOUND - sfx16khz.pk3#

Sound {
  ID = "N3DSDOOR";
  Flags = "sf_shift2";
  Lump = "N3DSDOOR";
  Link pitch = -1;
  Link volume = 2;
  Priority = 96;
  Max channels = -1;
}

#END#

#END CODE# 