[logic] active = ph_door@closed [ph_door@closed] closed = true locked = false on_use = ph_door@open %+jup_a6_main_door_open% on_info = {!check_smart_alarm_status(jup_a6:normal)} ph_door@locked on_info2 = {+jup_a6_main_door_open !is_door_blocked_by_npc} ph_door@open snd_open_start = trader_door_open_start snd_close_start = trader_door_close_start snd_close_stop = trader_door_close_stop [ph_door@open] closed = false locked = false on_use = ph_door@closed %-jup_a6_main_door_open% on_info = {!check_smart_alarm_status(jup_a6:normal)} ph_door@locked %-jup_a6_main_door_open% on_info2 = {-jup_a6_main_door_open !is_door_blocked_by_npc} ph_door@closed on_game_timer = 35 | {!is_door_blocked_by_npc} ph_door@closed %-jup_a6_main_door_open% snd_open_start = trader_door_open_start snd_close_start = trader_door_close_start snd_close_stop = trader_door_close_stop [ph_door@locked] closed = true locked = true on_info = {=check_smart_alarm_status(jup_a6:normal)} ph_door@closed on_info2 = {=check_smart_alarm_status(jup_a6:alarm)} ph_door@locked_alarm snd_open_start = trader_door_locked tip_open = tip_door_closed_hide_weapon [ph_door@locked_alarm] closed = true locked = true on_info = {=check_smart_alarm_status(jup_a6:normal)} ph_door@closed on_info2 = {=check_smart_alarm_status(jup_a6:danger)} ph_door@locked snd_open_start = trader_door_locked tip_open = tip_door_closed_base_alarm