#include "../common/header.ds" output "p:/base/ds/tsr1" // skinhead karate kicks a door open local entity closetdoor // the door that opens slowly local entity closetguy // the skinhead who will karate kick open the door local entity f_closetpush // the push brush infront of the closet in case the player is by the rofed door local int sig1 local int sig2 closetdoor = find entity with targetname "closetdoor" closetguy = find entity with targetname "closetguy" f_closetpush = find entity with targetname "f_closetpush" // closetdoor.movetype = MOVETYPE_NOCLIP use entity closetguy // spawns him in animate entity closetguy performing action STD_XKICKDOOR_N_A_A by moving [32, 0, 0] signaling sig1 // this is the ninja kick animation animate entity closetguy performing action SCRIPT_RELEASE wait .25 seconds use entity f_closetpush // triggers the pushbrush to get the player out of the way moverotate entity closetdoor from file "generic_door_ccw.rof" signaling sig2 // the door kicking open animation wait .2 seconds use entity f_closetpush // shuts this off play sound "impact/door/kickdoor.wav" for entity closetdoor at volume 0.9 wait for all clearing sig1, sig2 // closetdoor.movetype = MOVETYPE_STOP