# "door objects SOC"
# "added comments to help with object usage and SOC beginners by zehrooh!" 

# "AS OF WRITING, THIS IS JUST A TEST AND IDK IF IT WILL BE FINISHED AND USED"

Freeslot
MT_BALDI_CLASS_DOOR
S_BALDI_CLASS_DOOR
S_BALDI_CLASS_DOOR_OPEN
S_BALDI_CLASS_DOOR_CLOSING
SPR_DCLS
MT_BALDI_SWINGING_DOOR
S_BALDI_SWINGING_DOOR
S_BALDI_SWINGING_DOOR_OPEN
SPR_DSWN
MT_BALDI_FACULTY_DOOR
S_BALDI_FACULTY_DOOR
S_BALDI_FACULTY_DOOR_OPEN
S_BALDI_FACULTY_DOOR_CLOSING
SPR_DFAC
MT_BALDI_SUPPLIES_DOOR
S_BALDI_SUPPLIES_DOOR
S_BALDI_SUPPLIES_DOOR_OPEN
S_BALDI_SUPPLIES_DOOR_CLOSING
SPR_DSUP
MT_BALDI_PRINCIPAL_DOOR
S_BALDI_PRINCIPAL_DOOR
S_BALDI_PRINCIPAL_DOOR_OPEN
S_BALDI_PRINCIPAL_DOOR_CLOSING
SPR_DPRN
MT_BALDI_DOCTOR_DOOR
S_BALDI_DOCTOR_DOOR
S_BALDI_DOCTOR_DOOR_OPEN
S_BALDI_DOCTOR_DOOR_CLOSING
SPR_DDTR
MT_BALDIS_OFFICE_DOOR
S_BALDIS_OFFICE_DOOR
S_BALDIS_OFFICE_DOOR_OPEN
S_BALDIS_OFFICE_DOOR_CLOSING
SPR_DBLD
MT_BALDI_MYSTERY_DOOR
S_BALDI_MYSTERY_DOOR
S_BALDI_MYSTERY_DOOR_OPEN
S_BALDI_MYSTERY_DOOR_CLOSING
SPR_DMYS
MT_BALDI_AUTO_DOOR
S_BALDI_AUTO_DOOR
S_BALDI_AUTO_DOOR_OPEN
S_BALDI_AUTO_DOOR_CLOSING
SPR_DAUT
MT_BALDI_PLACEHOLDER_DOOR
S_BALDI_PLACEHOLDER_DOOR
S_BALDI_PLACEHOLDER_DOOR_OPEN
S_BALDI_PLACEHOLDER_DOOR_CLOSING
SPR_DPLC

# "class/standard door"

Object MT_BALDI_CLASS_DOOR
#$Category Baldi objects
#$Name Class door
#$Sprite DCLSA0
MapThingNum = 3166
SpawnState = S_BALDI_CLASS_DOOR
SeeState = S_BALDI_CLASS_DOOR_OPEN
SeeSound = SFX_DROPEN
PainSound = SFX_DRCLOS
Radius = 50*FRACUNIT
Height = 225*FRACUNIT
Flags = MF_PAPERCOLLISION|MF_SCENERY|MF_NOGRAVITY

State S_BALDI_CLASS_DOOR
SpriteName = DCLS
SpriteFrame = A|FF_PAPERSPRITE
Action = A_LOOK
Duration = 1
Var1 = (45<<16)+1 # "the first set of numbers changes the objects radius, <<16 shifts the number left and shouldnt be changed for this object"
Var2 = 0
Next = S_BALDI_CLASS_DOOR

State S_BALDI_CLASS_DOOR_OPEN
SpriteName = DCLS
SpriteFrame = B|FF_PAPERSPRITE
Duration = 3*TICRATE # "changes how long the door is open, in this case, 3*TICRATE = 3 seconds"
Next = S_BALDI_CLASS_DOOR_CLOSING

State S_BALDI_CLASS_DOOR_CLOSING
SpriteName = DCLS
SpriteFrame = A|FF_PAPERSPRITE
Duration = 1
Action = A_Pain
Next = S_BALDI_CLASS_DOOR

# "swinging door"

Object MT_BALDI_SWINGING_DOOR
#$Category Baldi objects
#$Name Swinging door
#$Sprite DSWNA0
MapThingNum = 3167
SpawnState = S_BALDI_SWINGING_DOOR
SeeState = S_BALDI_SWINGING_DOOR_OPEN
SeeSound = SFX_SWOPEN
Radius = 98*FRACUNIT
Height = 209*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY

State S_BALDI_SWINGING_DOOR
SpriteName = DSWN
SpriteFrame = A|FF_PAPERSPRITE
Action = A_LOOK
Duration = 1
Var1 = (100<<16)+10 # "the first set of numbers changes the objects radius, <<16 shifts the number left and shouldnt be changed for this object"
Var2 = 0
Next = S_BALDI_SWINGING_DOOR

State S_BALDI_SWINGING_DOOR_OPEN
SpriteName = DSWN
SpriteFrame = B|FF_PAPERSPRITE
Duration = 3*TICRATE # "changes how long the door is open, in this case, 3*TICRATE = 3 seconds"
Next = S_BALDI_SWINGING_DOOR

# "faculty door"

Object MT_BALDI_FACULTY_DOOR
#$Category Baldi objects
#$Name School Faculty Only door
#$Sprite DFACA0
MapThingNum = 3168
SpawnState = S_BALDI_FACULTY_DOOR
SeeState = S_BALDI_FACULTY_DOOR_OPEN
SeeSound = SFX_DROPEN
PainSound = SFX_DRCLOS
Radius = 50*FRACUNIT
Height = 225*FRACUNIT
Flags = MF_PAPERCOLLISION|MF_SCENERY|MF_NOGRAVITY

State S_BALDI_FACULTY_DOOR
SpriteName = DFAC
SpriteFrame = A|FF_PAPERSPRITE
Action = A_LOOK
Duration = 1
Var1 = 40<<16 # "the first set of numbers changes the radius of the objects vision, <<16 only shifts the number left and shouldnt be changed for this object"
Var2 = 0
Next = S_BALDI_FACULTY_DOOR

State S_BALDI_FACULTY_DOOR_OPEN
SpriteName = DFAC
SpriteFrame = B|FF_PAPERSPRITE
Duration = 3*TICRATE # "changes how long the door is open, in this case, 3*TICRATE = 3 seconds"
Next = S_BALDI_FACULTY_DOOR_CLOSING

State S_BALDI_FACULTY_DOOR_CLOSING
SpriteName = DFAC
SpriteFrame = A|FF_PAPERSPRITE
Duration = 1
Action = A_Pain
Next = S_BALDI_FACULTY_DOOR

# "supplies door"

Object MT_BALDI_SUPPLIES_DOOR
#$Category Baldi objects
#$Name Supplies door
#$Sprite DSUPA0
MapThingNum = 3169
SpawnState = S_BALDI_SUPPLIES_DOOR
SeeState = S_BALDI_SUPPLIES_DOOR_OPEN
SeeSound = SFX_DROPEN
PainSound = SFX_DRCLOS
Radius = 50*FRACUNIT
Height = 225*FRACUNIT
Flags = MF_PAPERCOLLISION|MF_SCENERY|MF_NOGRAVITY

State S_BALDI_SUPPLIES_DOOR
SpriteName = DSUP
SpriteFrame = A|FF_PAPERSPRITE
Action = A_LOOK
Duration = 1
Var1 = 40<<16 # "the first set of numbers changes the radius of the objects vision, <<16 only shifts the number left and shouldnt be changed for this object"
Var2 = 0
Next = S_BALDI_SUPPLIES_DOOR

State S_BALDI_SUPPLIES_DOOR_OPEN
SpriteName = DSUP
SpriteFrame = B|FF_PAPERSPRITE
Duration = 3*TICRATE # "changes how long the door is open, in this case, 3*TICRATE = 3 seconds"
Next = S_BALDI_SUPPLIES_DOOR_CLOSING

State S_BALDI_SUPPLIES_DOOR_CLOSING
SpriteName = DSUP
SpriteFrame = A|FF_PAPERSPRITE
Duration = 1
Action = A_Pain
Next = S_BALDI_SUPPLIES_DOOR

# "principal door"

Object MT_BALDI_PRINCIPAL_DOOR
#$Category Baldi objects
#$Name Principal door
#$Sprite DPRNA0
MapThingNum = 3170
SpawnState = S_BALDI_PRINCIPAL_DOOR
SeeState = S_BALDI_PRINCIPAL_DOOR_OPEN
SeeSound = SFX_DROPEN
PainSound = SFX_DRCLOS
Radius = 50*FRACUNIT
Height = 225*FRACUNIT
Flags = MF_PAPERCOLLISION|MF_SCENERY|MF_NOGRAVITY

State S_BALDI_PRINCIPAL_DOOR
SpriteName = DPRN
SpriteFrame = A|FF_PAPERSPRITE
Action = A_LOOK
Duration = 1
Var1 = 40<<16 # "the first set of numbers changes the radius of the objects vision, <<16 only shifts the number left and shouldnt be changed for this object"
Var2 = 0
Next = S_BALDI_PRINCIPAL_DOOR

State S_BALDI_PRINCIPAL_DOOR_OPEN
SpriteName = DPRN
SpriteFrame = B|FF_PAPERSPRITE
Duration = 3*TICRATE # "changes how long the door is open, in this case, 3*TICRATE = 3 seconds"
Next = S_BALDI_PRINCIPAL_DOOR_CLOSING

State S_BALDI_PRINCIPAL_DOOR_CLOSING
SpriteName = DPRN
SpriteFrame = A|FF_PAPERSPRITE
Duration = 1
Action = A_Pain
Next = S_BALDI_PRINCIPAL_DOOR

# "doctor door"

Object MT_BALDI_DOCTOR_DOOR
#$Category Baldi objects
#$Name Doctor door
#$Sprite DDTRA0
MapThingNum = 3171
SpawnState = S_BALDI_DOCTOR_DOOR
SeeState = S_BALDI_DOCTOR_DOOR_OPEN
SeeSound = SFX_DROPEN
PainSound = SFX_DRCLOS
Radius = 50*FRACUNIT
Height = 225*FRACUNIT
Flags = MF_PAPERCOLLISION|MF_SCENERY|MF_NOGRAVITY

State S_BALDI_DOCTOR_DOOR
SpriteName = DDTR
SpriteFrame = A|FF_PAPERSPRITE
Action = A_LOOK
Duration = 1
Var1 = 40<<16 # "the first set of numbers changes the radius of the objects vision, <<16 only shifts the number left and shouldnt be changed for this object"
Var2 = 0
Next = S_BALDI_DOCTOR_DOOR

State S_BALDI_DOCTOR_DOOR_OPEN
SpriteName = DDTR
SpriteFrame = B|FF_PAPERSPRITE
Duration = 3*TICRATE # "changes how long the door is open, in this case, 3*TICRATE = 3 seconds"
Next = S_BALDI_DOCTOR_DOOR_CLOSING

State S_BALDI_DOCTOR_DOOR_CLOSING
SpriteName = DDTR
SpriteFrame = A|FF_PAPERSPRITE
Duration = 1
Action = A_Pain
Next = S_BALDI_DOCTOR_DOOR

# "baldis office door"

Object MT_BALDIS_OFFICE_DOOR
#$Category Baldi objects
#$Name Baldi's office door
#$Sprite DBLDA0
MapThingNum = 3172
SpawnState = S_BALDIS_OFFICE_DOOR
SeeState = S_BALDIS_OFFICE_DOOR_OPEN
SeeSound = SFX_DROPEN
PainSound = SFX_DRCLOS
Radius = 50*FRACUNIT
Height = 225*FRACUNIT
Flags = MF_PAPERCOLLISION|MF_SCENERY|MF_NOGRAVITY

State S_BALDIS_OFFICE_DOOR
SpriteName = DBLD
SpriteFrame = A|FF_PAPERSPRITE
Action = A_LOOK
Duration = 1
Var1 = 40<<16 # "the first set of numbers changes the radius of the objects vision, <<16 only shifts the number left and shouldnt be changed for this object"
Var2 = 0
Next = S_BALDIS_OFFICE_DOOR

State S_BALDIS_OFFICE_DOOR_OPEN
SpriteName = DBLD
SpriteFrame = B|FF_PAPERSPRITE
Duration = 3*TICRATE # "changes how long the door is open, in this case, 3*TICRATE = 3 seconds"
Next = S_BALDIS_OFFICE_DOOR_CLOSING

State S_BALDIS_OFFICE_DOOR_CLOSING
SpriteName = DBLD
SpriteFrame = A|FF_PAPERSPRITE
Duration = 1
Action = A_Pain
Next = S_BALDIS_OFFICE_DOOR

# "mystery door"

Object MT_BALDI_MYSTERY_DOOR
#$Category Baldi objects
#$Name Mystery door
#$Sprite DMYSA0
MapThingNum = 3173
SpawnState = S_BALDI_MYSTERY_DOOR
SeeState = S_BALDI_MYSTERY_DOOR_OPEN
SeeSound = SFX_DROPEN
PainSound = SFX_DRCLOS
Radius = 50*FRACUNIT
Height = 225*FRACUNIT
Flags = MF_PAPERCOLLISION|MF_SCENERY|MF_NOGRAVITY

State S_BALDI_MYSTERY_DOOR
SpriteName = DMYS
SpriteFrame = A|FF_PAPERSPRITE
Action = A_LOOK
Duration = 1
Var1 = 40<<16 # "the first set of numbers changes the radius of the objects vision, <<16 only shifts the number left and shouldnt be changed for this object"
Var2 = 0
Next = S_BALDI_MYSTERY_DOOR

State S_BALDI_MYSTERY_DOOR_OPEN
SpriteName = DMYS
SpriteFrame = B|FF_PAPERSPRITE
Duration = 3*TICRATE # "changes how long the door is open, in this case, 3*TICRATE = 3 seconds"
Next = S_BALDI_MYSTERY_DOOR_CLOSING

State S_BALDI_MYSTERY_DOOR_CLOSING
SpriteName = DMYS
SpriteFrame = A|FF_PAPERSPRITE
Duration = 1
Action = A_Pain
Next = S_BALDI_MYSTERY_DOOR

# "johnny's store auto door"

Object MT_BALDI_AUTO_DOOR
#$Category Baldi objects
#$Name Auto door
#$Sprite DAUTA0
MapThingNum = 3177
SpawnState = S_BALDI_AUTO_DOOR
SeeState = S_BALDI_AUTO_DOOR_OPEN
SeeSound = SFX_DRAUTO
PainSound = SFX_DRAUTC
Radius = 50*FRACUNIT
Height = 225*FRACUNIT
Flags = MF_PAPERCOLLISION|MF_SCENERY|MF_NOGRAVITY

State S_BALDI_AUTO_DOOR
SpriteName = DAUT
SpriteFrame = A|FF_PAPERSPRITE
Action = A_LOOK
Duration = 1
Var1 = (110<<16)+10 # "the first set of numbers changes the objects radius, <<16 shifts the number left and shouldnt be changed for this object"
Var2 = 0
Next = S_BALDI_AUTO_DOOR

State S_BALDI_AUTO_DOOR_OPEN
SpriteName = DAUT
SpriteFrame = B|FF_PAPERSPRITE
Duration = 2*TICRATE # "changes how long the door is open, in this case, 3*TICRATE = 3 seconds"
Next = S_BALDI_AUTO_DOOR_CLOSING

State S_BALDI_AUTO_DOOR_CLOSING
SpriteName = DAUT
SpriteFrame = A|FF_PAPERSPRITE
Duration = 1
Action = A_Pain
Next = S_BALDI_AUTO_DOOR

# "placeholder door"

Object MT_BALDI_PLACEHOLDER_DOOR
#$Category Baldi objects
#$Name Placeholder door
#$Sprite DPLCA0
MapThingNum = 3174
SpawnState = S_BALDI_PLACEHOLDER_DOOR
SeeState = S_BALDI_PLACEHOLDER_DOOR_OPEN
SeeSound = SFX_DROPEN
PainSound = SFX_DRCLOS
Radius = 50*FRACUNIT
Height = 225*FRACUNIT
Flags = MF_PAPERCOLLISION|MF_SCENERY|MF_NOGRAVITY

State S_BALDI_PLACEHOLDER_DOOR
SpriteName = DPLC
SpriteFrame = A|FF_PAPERSPRITE
Action = A_LOOK
Duration = 1
Var1 = 40<<16 # "the first set of numbers changes the radius of the objects vision, <<16 only shifts the number left and shouldnt be changed for this object"
Var2 = 0
Next = S_BALDI_PLACEHOLDER_DOOR

State S_BALDI_PLACEHOLDER_DOOR_OPEN
SpriteName = DPLC
SpriteFrame = B|FF_PAPERSPRITE
Duration = 3*TICRATE # "changes how long the door is open, in this case, 3*TICRATE = 3 seconds"
Next = S_BALDI_PLACEHOLDER_DOOR_CLOSING

State S_BALDI_PLACEHOLDER_DOOR_CLOSING
SpriteName = DPLC
SpriteFrame = A|FF_PAPERSPRITE
Duration = 1
Action = A_Pain
Next = S_BALDI_PLACEHOLDER_DOOR