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Fixed NPCs being unable to open doors with hardware not defined in the QC
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@@ -4478,6 +4478,13 @@ void CBasePropDoor::CalcDoorSounds()
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#endif
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}
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#ifdef MAPBASE
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// This would still be -1 if the hardware wasn't valid
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if (m_flNPCOpenDistance == -1)
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m_flNPCOpenDistance = ai_door_enable_acts.GetBool() ? 32.0 : 64.0;
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#endif
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// If any sounds were missing, try the "defaults" block.
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if ( ( strSoundOpen == NULL_STRING ) || ( strSoundClose == NULL_STRING ) || ( strSoundMoving == NULL_STRING ) ||
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( strSoundLocked == NULL_STRING ) || ( strSoundUnlocked == NULL_STRING ) )
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