<PropertyList>

	
	 
	

	<path>EDDC_GA1.ac</path>


	 <nasal>
	  <load>
   if (!contains(globals, "scenery")) globals["scenery"] = {};
   if (!contains(scenery, "EDDC")) scenery["EDDC"] = {};
   if (!contains(scenery.EDDC, "EDDC_GA1")) scenery.EDDC["EDDC_GA1"] = {};
   if (contains(scenery, "sharedDoor")) {
     scenery.EDDC.EDDC_GA1[0] =
       { door :
       [scenery.sharedDoor.new("/scenery/EDDC/EDDC_GA1[0]/door[0]", 10),
        scenery.sharedDoor.new("/scenery/EDDC/EDDC_GA1[0]/door[1]", 10)
	 ]
       };
   } else {
     scenery.EDDC.EDDC_GA1[0] =
       { door :
       [aircraft.door.new("/scenery/EDDC/EDDC_GA1[0]/door[0]", 10),
	aircraft.door.new("/scenery/EDDC/EDDC_GA1[0]/door[1]", 10)
         ]
       };
   }
  </load>
  <unload>
   if (contains(scenery, "sharedDoor")) {
     scenery.EDDC.EDDC_GA1[0].door[0].destroy();
     scenery.EDDC.EDDC_GA1[0].door[1].destroy();
   }
  </unload>
 </nasal>

<animation>
  	<type>alpha-test</type>
  	<alpha-factor>0.01</alpha-factor>
</animation>


<animation>
 <type>pick</type>
 	<object-name>ga1door1a</object-name>
 	<object-name>ga1door1b</object-name>
 	<visible>true</visible>
 <action>
  	<name>click</name>
  	<button>0</button>
  	<repeatable>false</repeatable>
  <binding>
   	<command>nasal</command>
   	<script>scenery.EDDC.EDDC_GA1[0].door[0].toggle();</script>
  </binding>
 </action>
</animation>
<animation>
<type>rotate</type>
	<object-name>ga1door1a</object-name>
	<object-name>ga1door1b</object-name>
	<property>/scenery/EDDC/EDDC_GA1[0]/door[0]/position-norm</property>
	<factor>85</factor>
	<center>
		<x-m>  27.90139 </x-m>
		<y-m>  14.39723 </y-m>
		<z-m>   6.51000 </z-m>
	</center>
	<axis>
		<x>1</x>
		<y>0</y>
		<z>0</z>
	</axis>
</animation>
<animation>
<type>rotate</type>
	<object-name>ga1door1b</object-name>
	<property>/scenery/EDDC/EDDC_GA1[0]/door[0]/position-norm</property>
	<factor>-170</factor>
	<center>
		<x-m>  27.90139 </x-m>
		<y-m>  14.39723 </y-m>
		<z-m>   3.75000 </z-m>
	</center>
	<axis>
		<x>1</x>
		<y>0</y>
		<z>0</z>
	</axis>	
</animation>

<animation>
<type>range</type>
  	<object-name>ga1flash1a</object-name>
  	<min-m>0</min-m>
  	<max-m>1500</max-m>
</animation>
<animation>
	<object-name>ga1flash1a</object-name>
<type>rotate</type>
	<property>/scenery/EDDC/EDDC_GA1[0]/door[0]/position-norm</property>
	<factor>10000</factor>
  	<axis>
		<x1-m>  28.14339 </x1-m>
		<y1-m>  14.48523 </y1-m>
		<z1-m>  4.40655 </z1-m>
		<x2-m>  28.14339 </x2-m>
		<y2-m>  14.48523 </y2-m>
		<z2-m>  4.00655 </z2-m>
	</axis>
</animation>
<animation>
<type>range</type>
  	<object-name>ga1flash1b</object-name>
  	<min-m>0</min-m>
  	<max-m>1500</max-m>
</animation>
<animation>
	<object-name>ga1flash1b</object-name>
<type>rotate</type>
	<property>/scenery/EDDC/EDDC_GA1[0]/door[0]/position-norm</property>
	<factor>10000</factor>
  	<axis>
		<x1-m>  5.91939 </x1-m>
		<y1-m>  14.48523 </y1-m>
		<z1-m>  4.40655 </z1-m>
		<x2-m>  5.91939 </x2-m>
		<y2-m>  14.48523 </y2-m>
		<z2-m>  4.00655 </z2-m>
	</axis>
</animation>

<animation>
<type>pick</type>
 	<object-name>ga1door2a</object-name>
 	<object-name>ga1door2b</object-name>
 	<visible>true</visible>
<action>
<name>click</name>
  	<button>0</button>
  	<repeatable>false</repeatable>
  <binding>
   	<command>nasal</command>
   	<script>scenery.EDDC.EDDC_GA1[0].door[1].toggle();</script>
  </binding>
 </action>
</animation>
<animation>
<type>rotate</type>
	<object-name>ga1door2a</object-name>
	<object-name>ga1door2b</object-name>
	<property>/scenery/EDDC/EDDC_GA1[0]/door[1]/position-norm</property>
	<factor>85</factor>
	<center>
		<x-m>  -9.52284 </x-m>
		<y-m>  14.39723 </y-m>
		<z-m>   5.00000 </z-m>
	</center>
	<axis>
		<x>1</x>
		<y>0</y>
		<z>0</z>
	</axis>
</animation>
<animation>
<type>rotate</type>
	<object-name>ga1door2b</object-name>
	<property>/scenery/EDDC/EDDC_GA1[0]/door[1]/position-norm</property>
	<factor>-170</factor>
	<center>
		<x-m>  -9.52284 </x-m>
		<y-m>  14.39723 </y-m>
		<z-m>   3.00000 </z-m>
	</center>
	<axis>
		<x>1</x>
		<y>0</y>
		<z>0</z>
	</axis>	
</animation>

<animation>
<type>range</type>
  	<object-name>ga1flash2a</object-name>
  	<min-m>0</min-m>
  	<max-m>1500</max-m>
</animation>
<animation>
	<object-name>ga1flash2a</object-name>
<type>rotate</type>
	<property>/scenery/EDDC/EDDC_GA1[0]/door[1]/position-norm</property>
	<factor>10000</factor>
  	<axis>
		<x1-m> -9.28084 </x1-m>
		<y1-m>  14.48523 </y1-m>
		<z1-m>  4.40655 </z1-m>
		<x2-m> -9.28084 </x2-m>
		<y2-m>  14.48523 </y2-m>
		<z2-m>  4.00655 </z2-m>
	</axis>
</animation>
<animation>
<type>range</type>
  	<object-name>ga1flash2b</object-name>
  	<min-m>0</min-m>
  	<max-m>1500</max-m>
</animation>
<animation>
	<object-name>ga1flash2b</object-name>
<type>rotate</type>
	<property>/scenery/EDDC/EDDC_GA1[0]/door[1]/position-norm</property>
	<factor>10000</factor>
  	<axis>
		<x1-m> -22.10089 </x1-m>
		<y1-m>  14.48523 </y1-m>
		<z1-m>  4.40655 </z1-m>
		<x2-m> -22.10089 </x2-m>
		<y2-m>  14.48523 </y2-m>
		<z2-m>  4.00655 </z2-m>
	</axis>
</animation>

<animation>
<type>material</type>
	<object-name>ga1flash1a</object-name>
	<object-name>ga1flash1b</object-name>
	<object-name>ga1flash2a</object-name>
	<object-name>ga1flash2b</object-name>
<emission>	
	<red>1.0</red>	
	<green>1.0</green>	
	<blue>1.0</blue>
</emission>
</animation>

<effect>
<inherits-from>Effects/model-transparent</inherits-from>
 	<object-name>ga1window</object-name>
 	<object-name>ga1door1a</object-name>
 	<object-name>ga1door1b</object-name>
 	<object-name>ga1door2a</object-name>
 	<object-name>ga1door2b</object-name>
</effect>

<animation>
<type>material</type>
	<object-name>ga1lightarea</object-name>
<transparency>
	<alpha-prop>environment/visibility-m</alpha-prop>
	<factor>1</factor>
	<offset>0</offset>
</transparency>
	<threshold>0.001</threshold>
</animation>
<animation>
<type>select</type>
	<object-name>ga1lightarea</object-name>
<condition>		
<greater-than>		
	<property>/sim/time/sun-angle-rad</property>
	<value>1.49</value>
</greater-than>
</condition>
</animation>
<animation>
<type>select</type>
<object-name>ga1lightarea</object-name>
<condition>
      <not>
        <property>/sim/rendering/rembrandt/enabled</property>
      </not>
</condition>
</animation>

<animation>
<type>material</type>
	<object-name>ga1floodlight</object-name>
<condition>		
<greater-than>		
	<property>/sim/time/sun-angle-rad</property>
	<value>1.49</value>
</greater-than>
</condition>
<emission>	
	<red>0.9</red>	
	<green>0.9</green>	
	<blue>0.9</blue>
</emission>
</animation>

<animation>
<type>material</type>
	<object-name>blah</object-name>
	<object-name>ga1door1a</object-name>
	<object-name>ga1door1b</object-name>
	<object-name>ga1door2a</object-name>
	<object-name>ga1door2b</object-name>
<condition>		
<greater-than>		
	<property>/sim/time/sun-angle-rad</property>
	<value>1.57</value>
</greater-than>
</condition>
<emission>	
	<red>0.2</red>	
	<green>0.2</green>	
	<blue>0.2</blue>
</emission>
</animation>

<animation>
 	<object-name>blah</object-name>
	<object-name>ga1flash1a</object-name>
	<object-name>ga1flash1b</object-name>
	<object-name>ga1flash2a</object-name>
	<object-name>ga1flash2b</object-name>
	<object-name>ga1floodlight</object-name>
 	<object-name>ga1lightarea</object-name>
 	<object-name>ga1door1a</object-name>
 	<object-name>ga1door1b</object-name>
 	<object-name>ga1door2a</object-name>
 	<object-name>ga1door2b</object-name>
<enable-hot type="bool">false</enable-hot>
</animation>

</PropertyList>