void Door::HandelLinkToggleState( bool bTriggerLink, float fTime /* = -1.0f */, uint8 nWaveform /* = (uint8)-1 */ ) { // Let our base hadle it first ActiveWorldModel::ToggleState( fTime, nWaveform ); // If we are locked then dont do anything else if( m_dwPropFlags & AWM_PROP_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 ) { Door *pDoorLink = (Door*)g_pLTServer->HandleToObject( m_hDoorLink ); if( pDoorLink ) { pDoorLink->ToggleLink( m_hActivateObj, fTime, nWaveform ); } } } } }