// template file for newyork directory #include "../common/header.ds" output "p:/base/ds/tsr1" local entity fuseguy // the guy hiding in the fusebox alcove local entity stepsguy1 // the first guy at the bottom of the steps local entity stepsguy2 // the second guy at the bottom of the steps local entity fusedoor // the door that will get kicked open local entity killhim68 // the player local int sig1 local int sig2 fuseguy = find entity with targetname "fuseguy" stepsguy1 = find entity with targetname "stepsguy1" stepsguy2 = find entity with targetname "stepsguy2" fusedoor = find entity with targetname "fusedoor" killhim68 = find entity player // fusedoor.movetype = MOVETYPE_NOCLIP use entity stepsguy1 // spawns the first guy in use entity stepsguy2 // spawns the sec guy in animate entity stepsguy2 performing action SCRIPT_RELEASE animate entity stepsguy1 performing action STD_FCORNERPEAK_RT_P_A targeting entity killhim68 animate entity stepsguy1 performing action SCRIPT_RELEASE animate entity fuseguy performing action STD_XKICKDOOR_N_A_A signaling sig1 // plays the kicking door animations animate entity fuseguy performing action SCRIPT_RELEASE wait .25 seconds moverotate entity fusedoor from file "generic_door_ccw.rof" signaling sig2 // rotates the door kicked open play sound "Impact/Vending/Kick.wav" for entity fusedoor at volume 0.9 wait for all clearing sig1, sig2