void Door::HandelLinkTriggerMsg( LTBOOL bTriggerLink ) { // Let our base hadle it first ActiveWorldModel::HandleTriggerMsg( ); // If we are locked then dont do anything else if( m_dwPropFlags & AWM_PROP_LOCKED ) { if( m_nCurState == AWM_STATE_OFF || m_nCurState == AWM_STATE_ON ) { // Tell any doorknobs attached to us to play the "locked" animation... PlayDoorKnobAni( "Locked" ); } return; } if( bTriggerLink ) { // Let our link know that we are opening... // AIs ignore links and open both doors. if( m_nCurState == AWM_STATE_POWERON ) { if( m_hDoorLink && !IsAI( m_hActivateObj ) ) { Door *pDoorLink = (Door*)g_pLTServer->HandleToObject( m_hDoorLink ); if( pDoorLink ) { pDoorLink->TriggerLink( m_hActivateObj ); } } } } }