
[logic@door_1]
active = ph_door@1_lock
antibreak = true

[ph_door@1_lock]
locked = true
closed = true
on_info = {=counter_greater(mon_clear_control_room:4)} ph_door@1_wait
tip_open = tip_door_blocked

[ph_door@1_wait]
locked = true
closed = true
tip_open = tip_door_blocked
on_timer = 12000 | ph_door@1_open %+mon_door_unlocked =smart_terrain_force_update(sar_monolith_guard)%

[ph_door@1_open]
locked = false
closed = false
force_open = 1000
snd_open_start = trader_door_open_start
on_actor_in_zone = mon_close_door_restr | ph_door@1_locked_poltergeist
on_info = {+sar_monolith_gen_hit_close} ph_door@1_locked_gen_hit

[ph_door@1_locked_gen_hit]
locked = true
closed = true
force_close = 5000
hit_actor = 0.5
tip_open = tip_door_blocked
snd_close_start = trader_door_close_start
snd_close_stop = trader_door_close_stop
on_actor_in_zone = mon_close_door_restr | ph_door@1_locked_poltergeist
on_timer = 90000 | ph_door@1_open %-sar_monolith_gen_hit_close%
on_timer2 = 1200 | {!gulag_empty(sar_monolith_guard)} ph_door@1_open %-sar_monolith_gen_hit_close%

[ph_door@1_locked_poltergeist]
locked = true
closed = true
force_close = 4000
hit_actor = 0.5
tip_open = tip_door_blocked
snd_close_start = trader_door_close_start
snd_close_stop = trader_door_close_stop
on_info = {+sar_monolith_destroy +oso_init_dialog} ph_door@open



[logic@door_2]
active = ph_door@2_lock
antibreak = true

[ph_door@2_lock]
locked = true
closed = true
tip_open = tip_door_blocked
on_info = {+sar_monolith_destroy +oso_init_dialog} ph_door@open



[ph_door@open]
locked = false
closed = false
;snd_open_start = trader_door_open_start
