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/* Set up the door state when the player first enters the map */
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/* Set up the door state when the player first enters the map */
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if (local_var(LVAR_Set_Door_Status) == 0) then begin
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set_local_var(LVAR_Set_Door_Status,1);
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set_local_var(LVAR_Trapped,TRAPPED_STATUS);
@@ -87,12 +86,7 @@ procedure map_enter_p_proc begin
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end
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if ( (local_var(LVAR_Locked) == STATE_ACTIVE) and (global_var(GVAR_START_ARROYO_TRIAL) <= TRIAL_NONE) ) then begin //edit by killap - added (global_var(GVAR_START_ARROYO_TRIAL) <= TRIAL_NONE)
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// Ensure that we don't have objects "locked open"
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if obj_is_open(self_obj) then begin
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obj_close(self_obj);
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end
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// Ensure locked status
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obj_lock(self_obj);
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call close_and_lock_self;
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end else begin
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obj_unlock(self_obj);
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set_local_var(LVAR_Locked,STATE_INACTIVE); //added by killap
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