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... | ... | @@ -58,7 +58,10 @@ function _M:block_move(x, y, e, act, couldpass) |
58 | 58 | |
59 | 59 | -- Open doors |
60 | 60 | if self.door_opened and e.open_door and act then |
61 | + print("====door1", self.name, x, y) | |
62 | + util.show_backtrace() | |
61 | 63 | if self.door_player_check then |
64 | + print("====door1.1") | |
62 | 65 | if e.player then |
63 | 66 | Dialog:yesnoPopup(self.name, self.door_player_check, function(ret) |
64 | 67 | if ret then |
... | ... | @@ -71,16 +74,39 @@ function _M:block_move(x, y, e, act, couldpass) |
71 | 74 | end, "Open", "Leave") |
72 | 75 | end |
73 | 76 | elseif self.door_player_stop then |
77 | + print("====door1.2") | |
74 | 78 | if e.player then |
75 | 79 | Dialog:simplePopup(self.name, self.door_player_stop) |
76 | 80 | end |
77 | 81 | else |
82 | + print("====door1.3") | |
78 | 83 | game.level.map(x, y, engine.Map.TERRAIN, game.zone.grid_list[self.door_opened]) |
84 | + print("====door1.3.1") | |
79 | 85 | game:playSoundNear({x=x,y=y}, self.door_sound or {"ambient/door_creaks/creak_%d",1,4}) |
86 | + print("====door1.3.2") | |
80 | 87 | game.level.map:checkAllEntities(x, y, "on_door_opened", e) |
88 | + print("====door1.3.3") | |
81 | 89 | |
82 | 90 | if game.level.map.attrs(x, y, "vault_id") and e.openVault then e:openVault(game.level.map.attrs(x, y, "vault_id")) end |
91 | + print("====door1.3.4") | |
83 | 92 | end |
93 | + print("====") | |
94 | + print("====") | |
95 | + print("====") | |
96 | + print("====") | |
97 | + print("====") | |
98 | + print("====") | |
99 | + print("====") | |
100 | + print("====") | |
101 | + print("====") | |
102 | + print("====") | |
103 | + print("====") | |
104 | + print("====") | |
105 | + print("====") | |
106 | + print("====") | |
107 | + print("====") | |
108 | + print("====") | |
109 | + print("====door2.stop") | |
84 | 110 | return true |
85 | 111 | elseif self.door_opened and not couldpass then |
86 | 112 | return true | ... | ... |
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