//inert 1 // ignore most inputs -- no -- screws up dealing with XMP items if between NPC and panel? //eventenable bumpenemy // but if we bump into an XMP item destroy it inert 1 enablexmphandling 1 setorders squad onevent autobegin gotolabel handleautobegin 1 setproperty pawn bignoreimpactforces true :makedecision // if the door has been breached, don't bother with the keypad // NOTE: uses a scratchpad because multiple NPCs need to share // this information. testproperty scratchpad0 Bool1 True gotolabel gothroughdoor :approachkeypad setstance standing directionalpatrol 1 gotoactor PatrolPoint3 enablexmphandling 0 agentbind specialstate Typing sendevent hacking 0 // sleep long enough for the alarm sound to play sleep 2.0 // toggle off the alarm trigger so that we can retrigger it sendevent hacking 0 sleep 30.0 sendevent hacked 0 //message "door hacked!" 2 // keep a record that the door is open setproperty scratchpad0 Bool1 True agentunbind specialstate sendevent door_001 0 :gothroughdoor enablexmphandling 1 setstance standing gotoactor Pathnode45 sendevent door_001 0 sleep .5 sendevent breach 1 //message "door breached!" 2 inert 0 sleep :handleautobegin onevent autoend gotolabel handleautoend 1 sleep :handleautoend onevent autobegin gotolabel handleautobegin 1 gotolabel makedecision sleep