{ "door_1.height", "-1" },
{ "door_1.step_offset", "2" },
{ "door_1.step_delay", "10" },
+ { "door_1.post_delay", "100" },
{ "door_1.anim_mode", "default" },
{ "door_2.width", "-1" },
{ "door_2.height", "-1" },
{ "door_2.step_offset", "2" },
{ "door_2.step_delay", "10" },
+ { "door_2.post_delay", "100" },
{ "door_2.anim_mode", "default" },
{ "game.panel.level_number.x", "51" },
if (door_part_done_all)
break;
}
+
+ if (!(door_state & DOOR_NO_DELAY))
+ {
+ /* wait for specified door action post delay */
+ if (door_state & DOOR_ACTION_1 && door_state & DOOR_ACTION_2)
+ Delay(MAX(door_1.post_delay, door_2.post_delay));
+ else if (door_state & DOOR_ACTION_1)
+ Delay(door_1.post_delay);
+ else if (door_state & DOOR_ACTION_2)
+ Delay(door_2.post_delay);
+ }
}
if (door_state & DOOR_ACTION_1)