#include "door.h" #include "items.h" #include "lot.h" #include "objects.h" #include "collide.h" #include "Lara.h" #include "inventory.h" #include "draw.h" #include "sphere.h" #include "switch.h" #include "misc.h" PHD_VECTOR DoubleDoorPos = { 0, 0, 220 }; PHD_VECTOR PullDoorPos = { -201, 0, 322 }; PHD_VECTOR PushDoorPos = { 201, 0, -702 }; PHD_VECTOR KickDoorPos = { 0, 0, -917 }; PHD_VECTOR UnderwaterDoorPos = { -251, -540, -46 }; PHD_VECTOR CrowbarDoorPos = { -412, 0, 256 }; static short PushPullKickDoorBounds[12] = { 0xFE80, 0x0180, 0x0000, 0x0000, 0xFC00, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554, 0xF8E4, 0x071C }; static short UnderwaterDoorBounds[12] = { 0xFF00, 0x0100, 0xFC00, 0x0000, 0xFC00, 0x0000, 0xC720, 0x38E0, 0xC720, 0x38E0, 0xC720, 0x38E0 }; static short CrowbarDoorBounds[12] = { 0xFE00, 0x0200, 0xFC00, 0x0000, 0x0000, 0x0200, 0xC720, 0x38E0, 0xC720, 0x38E0, 0xC720, 0x38E0 }; int ClosedDoors[32]; byte LiftDoor; extern byte SequenceUsed[6]; extern byte SequenceResults[3][3][3]; extern byte Sequences[3]; extern byte CurrentSequence; extern PHD_VECTOR OldPickupPos; extern Inventory* g_Inventory; void SequenceDoorControl(short itemNumber) { ITEM_INFO* item = &Items[itemNumber]; DOOR_DATA* door = (DOOR_DATA*)item->data; if (CurrentSequence == 3) { if (SequenceResults[Sequences[0]][Sequences[1]][Sequences[2]] == item->triggerFlags) { if (item->currentAnimState == 1) item->goalAnimState = 1; else item->goalAnimState = 0; TestTriggersAtXYZ(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, TRUE, 0); } CurrentSequence = 4; } if (item->currentAnimState == item->goalAnimState) { if (item->currentAnimState == 1) { if (!door->opened) { OpenThatDoor(&door->d1, door); OpenThatDoor(&door->d2, door); OpenThatDoor(&door->d1flip, door); OpenThatDoor(&door->d2flip, door); door->opened = TRUE; item->flags |= 0x3E; } } else { if (door->opened) { ShutThatDoor(&door->d1, door); ShutThatDoor(&door->d2, door); ShutThatDoor(&door->d1flip, door); ShutThatDoor(&door->d2flip, door); door->opened = FALSE; item->flags &= 0xC1; } } } AnimateItem(item); } void UnderwaterDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll) { ITEM_INFO* item = &Items[itemNum]; if (TrInput & IN_ACTION && l->currentAnimState == STATE_LARA_UNDERWATER_STOP && !(item->status && item->gravityStatus) && Lara.waterStatus == LW_UNDERWATER && !Lara.gunStatus || Lara.isMoving && Lara.generalPtr == (void*)itemNum) { l->pos.yRot ^= ANGLE(180); if (TestLaraPosition(UnderwaterDoorBounds, item, l)) { if (MoveLaraPosition(&UnderwaterDoorPos, item, l)) { l->animNumber = ANIMATION_LARA_UNDERWATER_DOOR_OPEN; l->frameNumber = GF(ANIMATION_LARA_UNDERWATER_DOOR_OPEN, 0); l->currentAnimState = STATE_LARA_MISC_CONTROL; l->fallspeed = 0; item->status = ITEM_ACTIVE; AddActiveItem(itemNum); item->goalAnimState = STATE_LARA_RUN_FORWARD; AnimateItem(item); Lara.isMoving = false; Lara.gunStatus = LG_HANDS_BUSY; } else { Lara.generalPtr = (void*)itemNum; } l->pos.yRot ^= ANGLE(180); } else { if (Lara.isMoving && Lara.generalPtr == (void*)itemNum) { Lara.isMoving = false; Lara.gunStatus = LG_NO_ARMS; } l->pos.yRot ^= ANGLE(180); } } else if (item->status == ITEM_ACTIVE) { ObjectCollision(itemNum, l, coll); } } void DoubleDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll) { ITEM_INFO* item = &Items[itemNum]; if (TrInput & IN_ACTION && l->currentAnimState == STATE_LARA_STOP && l->animNumber == ANIMATION_LARA_STAY_IDLE && !(item->status && item->gravityStatus) && !(l->hitStatus) && !Lara.gunStatus || Lara.isMoving && Lara.generalPtr == (void*)itemNum) { item->pos.yRot ^= ANGLE(180); if (TestLaraPosition(PushPullKickDoorBounds, item, l)) { if (MoveLaraPosition(&DoubleDoorPos, item, l)) { l->animNumber = ANIMATION_LARA_DOUBLEDOORS_PUSH; l->frameNumber = GF(ANIMATION_LARA_DOUBLEDOORS_PUSH, 0); l->currentAnimState = STATE_LARA_DOUBLEDOORS_PUSH; AddActiveItem(itemNum); item->status = ITEM_ACTIVE; Lara.isMoving = false; Lara.gunStatus = LG_HANDS_BUSY; Lara.headYrot = 0; Lara.headXrot = 0; Lara.torsoYrot = 0; Lara.torsoXrot = 0; } else { Lara.generalPtr = (void*)itemNum; } item->pos.yRot ^= ANGLE(180); } else { if (Lara.isMoving && Lara.generalPtr == (void*)itemNum) { Lara.isMoving = false; Lara.gunStatus = LG_NO_ARMS; } item->pos.yRot ^= ANGLE(180); } } } void PushPullKickDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll) { ITEM_INFO* item = &Items[itemNum]; if (TrInput & IN_ACTION && l->currentAnimState == STATE_LARA_STOP && l->animNumber == ANIMATION_LARA_STAY_IDLE && item->status != ITEM_ACTIVE && !(l->hitStatus) && !Lara.gunStatus || Lara.isMoving && Lara.generalPtr == (void*)itemNum) { bool applyRot = false; if (l->roomNumber == item->roomNumber) { item->pos.yRot ^= ANGLE(180); applyRot = true; } if (!TestLaraPosition(PushPullKickDoorBounds, item, l)) { if (Lara.isMoving && Lara.generalPtr == (void*)itemNum) { Lara.isMoving = false; Lara.gunStatus = LG_NO_ARMS; } if (applyRot) item->pos.yRot ^= ANGLE(180); return; } if (applyRot) { if (!MoveLaraPosition(&PullDoorPos, item, l)) { Lara.generalPtr = (void*)itemNum; item->pos.yRot ^= ANGLE(180); return; } l->animNumber = ANIMATION_LARA_DOOR_OPEN_BACK; l->frameNumber = GF(ANIMATION_LARA_DOOR_OPEN_BACK, 0); item->goalAnimState = 3; AddActiveItem(itemNum); item->status = ITEM_ACTIVE; l->currentAnimState = STATE_LARA_MISC_CONTROL; l->goalAnimState = STATE_LARA_STOP; Lara.isMoving = false; Lara.gunStatus = LG_HANDS_BUSY; if (applyRot) item->pos.yRot ^= ANGLE(180); return; } if (item->objectNumber >= ID_KICK_DOOR1) { if (MoveLaraPosition(&KickDoorPos, item, l)) { l->animNumber = ANIMATION_LARA_DOOR_KICK; l->frameNumber = GF(ANIMATION_LARA_DOOR_KICK, 0); item->goalAnimState = 2; AddActiveItem(itemNum); item->status = ITEM_ACTIVE; l->currentAnimState = STATE_LARA_MISC_CONTROL; l->goalAnimState = STATE_LARA_STOP; Lara.isMoving = false; Lara.gunStatus = LG_HANDS_BUSY; if (applyRot) item->pos.yRot ^= ANGLE(180); return; } } else if (item->objectNumber == ID_PUSHPULL_DOOR1 || item->objectNumber == ID_PUSHPULL_DOOR2) { if (MoveLaraPosition(&PushDoorPos, item, l)) { l->animNumber = ANIMATION_LARA_DOOR_OPEN_FORWARD; l->frameNumber = GF(ANIMATION_LARA_DOOR_OPEN_FORWARD, 0); item->goalAnimState = 2; AddActiveItem(itemNum); item->status = ITEM_ACTIVE; l->currentAnimState = STATE_LARA_MISC_CONTROL; l->goalAnimState = STATE_LARA_STOP; Lara.isMoving = false; Lara.gunStatus = LG_HANDS_BUSY; if (applyRot) item->pos.yRot ^= ANGLE(180); } return; } Lara.generalPtr = (void*)itemNum; return; } if (!item->currentAnimState) DoorCollision(itemNum, l, coll); } void PushPullKickDoorControl(short itemNumber) { ITEM_INFO* item; DOOR_DATA* door; item = &Items[itemNumber]; door = (DOOR_DATA*)item->data; if (!door->opened) { OpenThatDoor(&door->d1, door); OpenThatDoor(&door->d2, door); OpenThatDoor(&door->d1flip, door); OpenThatDoor(&door->d2flip, door); door->opened = TRUE; } AnimateItem(item); } void DoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll) { ITEM_INFO* item = &Items[itemNum]; if (item->triggerFlags == 2 && item->status == ITEM_INACTIVE && !item->gravityStatus // CHECK && ((TrInput & IN_ACTION || g_Inventory->GetSelectedObject() == ID_CROWBAR_ITEM) && l->currentAnimState == STATE_LARA_STOP && l->animNumber == ANIMATION_LARA_STAY_IDLE && !l->hitStatus && Lara.gunStatus == LG_NO_ARMS || Lara.isMoving && Lara.generalPtr == (void*)itemNum)) { item->pos.yRot ^= ANGLE(180); if (TestLaraPosition(CrowbarDoorBounds, item, l)) { if (!Lara.isMoving) { if (g_Inventory->GetSelectedObject() == NO_ITEM) { if (g_Inventory->IsObjectPresentInInventory(ID_CROWBAR_ITEM)) { g_Inventory->SetEnterObject(ID_CROWBAR_ITEM); item->pos.yRot ^= ANGLE(180); } else { if (OldPickupPos.x != l->pos.xPos || OldPickupPos.y != l->pos.yPos || OldPickupPos.z != l->pos.zPos) { OldPickupPos.x = l->pos.xPos; OldPickupPos.y = l->pos.yPos; OldPickupPos.z = l->pos.zPos; SayNo(); } item->pos.yRot ^= ANGLE(180); } return; } if (g_Inventory->GetSelectedObject() != ID_CROWBAR_ITEM) { item->pos.yRot ^= ANGLE(180); return; } } g_Inventory->SetSelectedObject(NO_ITEM); if (MoveLaraPosition(&CrowbarDoorPos, item, l)) { l->animNumber = ANIMATION_LARA_DOOR_OPEN_CROWBAR; l->frameNumber = GF(ANIMATION_LARA_DOOR_OPEN_CROWBAR, 0); l->currentAnimState = STATE_LARA_MISC_CONTROL; item->pos.yRot ^= ANGLE(180); AddActiveItem(itemNum); item->flags |= IFLAG_ACTIVATION_MASK; item->status = ITEM_ACTIVE; item->goalAnimState = STATE_LARA_RUN_FORWARD; Lara.isMoving = 0; Lara.gunStatus = LG_HANDS_BUSY; return; } Lara.generalPtr = (void*)itemNum; } else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum) { Lara.isMoving = 0; Lara.gunStatus = LG_NO_ARMS; } item->pos.yRot ^= ANGLE(180); } if (TestBoundsCollide(item, l, coll->radius)) { if (TestCollision(item, l)) { if (coll->enableBaddiePush) { if (!(item->objectNumber >= ID_LIFT_DOORS1 && item->objectNumber <= ID_LIFT_DOORS2) || item->itemFlags[0]) { ItemPushLara(item, l, coll, FALSE, TRUE); } } } } } void DoorControl(short itemNumber) { ITEM_INFO* item = &Items[itemNumber]; DOOR_DATA* door = (DOOR_DATA*)item->data; if (item->triggerFlags == 1) { if (item->itemFlags[0]) { short* bounds = GetBoundsAccurate(item); --item->itemFlags[0]; item->pos.yPos -= 12; int y = bounds[2] + item->itemFlags[2] - STEP_SIZE; if (item->pos.yPos < y) { item->pos.yPos = y; item->itemFlags[0] = 0; } if (!door->opened) { OpenThatDoor(&door->d1, door); OpenThatDoor(&door->d2, door); OpenThatDoor(&door->d1flip, door); OpenThatDoor(&door->d2flip, door); door->opened = TRUE; } } else { if (item->pos.yPos < item->itemFlags[2]) item->pos.yPos += 2; if (item->pos.yPos >= item->itemFlags[2]) { item->pos.yPos = item->itemFlags[2]; if (door->opened) { ShutThatDoor(&door->d1, door); ShutThatDoor(&door->d2, door); ShutThatDoor(&door->d1flip, door); ShutThatDoor(&door->d2flip, door); door->opened = FALSE; } } } return; } if (item->objectNumber < ID_LIFT_DOORS1 || item->objectNumber > ID_LIFT_DOORS2) { if (TriggerActive(item)) { if (!item->currentAnimState) { item->goalAnimState = 1; AnimateItem(item); return; } if (!door->opened) { OpenThatDoor(&door->d1, door); OpenThatDoor(&door->d2, door); OpenThatDoor(&door->d1flip, door); OpenThatDoor(&door->d2flip, door); door->opened = TRUE; } /*if (item->frameNumber == Anims[item->animNumber].frameEnd) { if (gfCurrentLevel == 11) { v9 = item->object_number; if (v9 != 302 && v9 != 304) { LOBYTE(v5) = AnimateItem((int)item); return v5; } LABEL_40: v10 = item->_bf15ea; LOBYTE(v10) = v10 | 6; item->_bf15ea = v10; LOBYTE(v5) = AnimateItem((int)item); return v5; } if (gfCurrentLevel >= 0xCu && gfCurrentLevel <= 0xEu && item->object_number == 300) goto LABEL_40; }*/ } else { item->status = ITEM_ACTIVE; if (item->currentAnimState == 1) { item->goalAnimState = 0; AnimateItem(item); return; } if (door->opened) { ShutThatDoor(&door->d1, door); ShutThatDoor(&door->d2, door); ShutThatDoor(&door->d1flip, door); ShutThatDoor(&door->d2flip, door); door->opened = false; } } AnimateItem(item); return; } if (!TriggerActive(item)) { if (item->itemFlags[0] >= SECTOR(4)) { if (door->opened) { ShutThatDoor(&door->d1, door); ShutThatDoor(&door->d2, door); ShutThatDoor(&door->d1flip, door); ShutThatDoor(&door->d2flip, door); door->opened = FALSE; } } else { if (!item->itemFlags[0]) SoundEffect(SFX_LIFT_DOORS, &item->pos, 0); item->itemFlags[0] += STEP_SIZE; } } else { if (item->itemFlags[0] > 0) { if (item->itemFlags[0] == SECTOR(4)) SoundEffect(SFX_LIFT_DOORS, &item->pos, 0); item->itemFlags[0] -= STEP_SIZE; } if (!door->opened) { DontUnlockBox = TRUE; OpenThatDoor(&door->d1, door); OpenThatDoor(&door->d2, door); OpenThatDoor(&door->d1flip, door); OpenThatDoor(&door->d2flip, door); DontUnlockBox = FALSE; door->opened = TRUE; } } } void OpenThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd) { FLOOR_INFO* floor = doorPos->floor; if (floor) { memcpy(doorPos->floor, &doorPos->data, sizeof(FLOOR_INFO)); short boxIndex = doorPos->block; if (boxIndex != NO_BOX) { if (!DontUnlockBox) Boxes[boxIndex].overlapIndex &= ~BLOCKED; for (int i = 0; i < NUM_SLOTS; i++) { BaddieSlots[i].LOT.targetBox = NO_BOX; } } } if (dd->dptr1) { short n = dd->dn1 < 0 ? -1 : 1; if (dd->dn1 & 1) { dd->dptr1[0] = n; } else if (dd->dn1 & 2) { dd->dptr1[1] = n; } else { dd->dptr1[2] = n; } n = dd->dn3 < 0 ? -1 : 1; if (dd->dn3 & 1) { dd->dptr3[0] = n; } else if (dd->dn3 & 2) { dd->dptr3[1] = n; } else { dd->dptr3[2] = n; } if (dd->dptr2) { n = dd->dn2 < 0 ? -1 : 1; if (dd->dn2 & 1) { dd->dptr2[0] = n; } else if (dd->dn2 & 2) { dd->dptr2[1] = n; } else { dd->dptr2[2] = n; } } if (dd->dptr4) { n = dd->dn4 < 0 ? -1 : 1; if (dd->dn4 & 1) { dd->dptr4[0] = n; } else if (dd->dn4 & 2) { dd->dptr4[1] = n; } else { dd->dptr4[2] = n; } } } } void ShutThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd) { FLOOR_INFO* floor = doorPos->floor; if (floor) { floor->box = NO_BOX; floor->ceiling = -127; floor->floor = -127; floor->index = 0; floor->skyRoom = NO_ROOM; floor->pitRoom = NO_ROOM; short boxIndex = doorPos->block; if (boxIndex != NO_BOX) { Boxes[boxIndex].overlapIndex |= BLOCKED; for (int i = 0; i < NUM_SLOTS; i++) { BaddieSlots[i].LOT.targetBox = NO_BOX; } } } if (dd->dptr1) { dd->dptr1[0] = 0; dd->dptr1[1] = 0; dd->dptr1[2] = 0; dd->dptr3[0] = 0; dd->dptr3[1] = 0; dd->dptr3[2] = 0; if (dd->dptr2) { dd->dptr2[0] = 0; dd->dptr2[1] = 0; dd->dptr2[2] = 0; } if (dd->dptr4) { dd->dptr4[0] = 0; dd->dptr4[1] = 0; dd->dptr4[2] = 0; } } } void InitialiseDoor(short itemNumber) { ITEM_INFO* item = &Items[itemNumber]; if (item->objectNumber == ID_SEQUENCE_DOOR1) item->flags &= 0xBFFFu; if (item->objectNumber == ID_LIFT_DOORS1 || item->objectNumber == ID_LIFT_DOORS2) item->itemFlags[0] = 4096; DOOR_DATA * door = (DOOR_DATA*)GameMalloc(sizeof(DOOR_DATA)); item->data = door; door->opened = false; door->dptr1 = NULL; door->dptr2 = NULL; door->dptr3 = NULL; door->dptr4 = NULL; int dz, dx; ROOM_INFO* r; ROOM_INFO* b; short boxNumber, twoRoom, roomNumber; dz = dx = 0; if (item->pos.yRot == 0) dz--; else if (item->pos.yRot == -0x8000) dz++; else if (item->pos.yRot == 0x4000) dx--; else dx++; r = &Rooms[item->roomNumber]; door->d1.floor = &r->floor[(((item->pos.zPos - r->z) >> WALL_SHIFT) + dz) + (((item->pos.xPos - r->x) >> WALL_SHIFT) + dx) * r->xSize]; roomNumber = GetDoor(door->d1.floor); if (roomNumber == NO_ROOM) boxNumber = door->d1.floor->box; else { b = &Rooms[roomNumber]; boxNumber = b->floor[(((item->pos.zPos - b->z) >> WALL_SHIFT) + dz) + (((item->pos.xPos - b->x) >> WALL_SHIFT) + dx) * b->xSize].box; } door->d1.block = (Boxes[boxNumber].overlapIndex & BLOCKABLE) ? boxNumber : NO_BOX; memcpy(&door->d1.data, door->d1.floor, sizeof(FLOOR_INFO)); if (r->flippedRoom != -1) { r = &Rooms[r->flippedRoom]; door->d1flip.floor = &r->floor[(((item->pos.zPos - r->z) >> WALL_SHIFT) + dz) + (((item->pos.xPos - r->x) >> WALL_SHIFT) + dx) * r->xSize]; roomNumber = GetDoor(door->d1flip.floor); if (roomNumber == NO_ROOM) boxNumber = door->d1flip.floor->box; else { b = &Rooms[roomNumber]; boxNumber = b->floor[(((item->pos.zPos - b->z) >> WALL_SHIFT) + dz) + (((item->pos.xPos - b->x) >> WALL_SHIFT) + dx) * b->xSize].box; } door->d1flip.block = (Boxes[boxNumber].overlapIndex & BLOCKABLE) ? boxNumber : NO_BOX; memcpy(&door->d1flip.data, door->d1flip.floor, sizeof(FLOOR_INFO)); } else door->d1flip.floor = NULL; twoRoom = GetDoor(door->d1.floor); ShutThatDoor(&door->d1, door); ShutThatDoor(&door->d1flip, door); if (twoRoom == NO_ROOM) { door->d2.floor = NULL; door->d2flip.floor = NULL; } else { r = &Rooms[twoRoom]; door->d2.floor = &r->floor[((item->pos.zPos - r->z) >> WALL_SHIFT) + ((item->pos.xPos - r->x) >> WALL_SHIFT) * r->xSize]; roomNumber = GetDoor(door->d2.floor); if (roomNumber == NO_ROOM) boxNumber = door->d2.floor->box; else { b = &Rooms[roomNumber]; boxNumber = b->floor[((item->pos.zPos - b->z) >> WALL_SHIFT) + ((item->pos.xPos - b->x) >> WALL_SHIFT) * b->xSize].box; } door->d2.block = (Boxes[boxNumber].overlapIndex & BLOCKABLE) ? boxNumber : NO_BOX; memcpy(&door->d2.data, door->d2.floor, sizeof(FLOOR_INFO)); if (r->flippedRoom != -1) { r = &Rooms[r->flippedRoom]; door->d2flip.floor = &r->floor[((item->pos.zPos - r->z) >> WALL_SHIFT) + ((item->pos.xPos - r->x) >> WALL_SHIFT) * r->xSize]; roomNumber = GetDoor(door->d2flip.floor); if (roomNumber == NO_ROOM) boxNumber = door->d2flip.floor->box; else { b = &Rooms[roomNumber]; boxNumber = b->floor[((item->pos.zPos - b->z) >> WALL_SHIFT) + ((item->pos.xPos - b->x) >> WALL_SHIFT) * b->xSize].box; } door->d2flip.block = (Boxes[boxNumber].overlapIndex & BLOCKABLE) ? boxNumber : NO_BOX; memcpy(&door->d2flip.data, door->d2flip.floor, sizeof(FLOOR_INFO)); } else door->d2flip.floor = NULL; ShutThatDoor(&door->d2, door); ShutThatDoor(&door->d2flip, door); roomNumber = item->roomNumber; ItemNewRoom(itemNumber, twoRoom); item->roomNumber = roomNumber; item->InDrawRoom = true; } // TODO: we'll rewrite this maybe /*if (item->objectNumber >= ID_LIFT_DOORS1 && item->objectNumber <= ID_LIFT_DOORS2) { sub_401BB8(v4, item, twoRoom, v54, v53); v49 = *(v4 + 58); *v49 = 0; v49[1] = 0; v49[2] = 0; v50 = *(v4 + 66); *v50 = 0; v50[1] = 0; v50[2] = 0; if (Rooms[item->roomNumber].flippedRoom != -1) { v51 = *(v4 + 62); if (!v51) MEMORY[1] = 1; *v51 = 0; v51[1] = 0; v51[2] = 0; } if (Rooms[*&item->pad2[4]].flippedRoom != -1) { v52 = *(v4 + 70); if (!v52) MEMORY[1] = 1; *v52 = 0; v52[1] = 0; v52[2] = 0; } *(v4 + 78) = item; result = sub_401CF8(item); }*/ } void Inject_Door() { INJECT(0x00429EC0, SequenceDoorControl); INJECT(0x00429CF0, UnderwaterDoorCollision); INJECT(0x00429B30, DoubleDoorCollision); INJECT(0x004298D0, PushPullKickDoorCollision); INJECT(0x00429840, PushPullKickDoorControl); INJECT(0x00429550, DoorCollision); INJECT(0x00429140, DoorControl); INJECT(0x00428FD0, OpenThatDoor); INJECT(0x00428EF0, ShutThatDoor); }