<PropertyList>

	<path>EDAU_DOOR.ac</path>


	 <nasal>
	  <load>
   if (!contains(globals, "scenery")) globals["scenery"] = {};
   if (!contains(scenery, "EDAU")) scenery["EDAU"] = {};
   if (!contains(scenery.EDAU, "door")) scenery.EDAU["door"] = {};
   if (contains(scenery, "sharedDoor")) {
     scenery.EDAU.door[0] =
       { door :
       [scenery.sharedDoor.new("/scenery/EDAU/door[0]/door[0]", 30),
	 ]
       };
   } else {
     scenery.EDAU.door[0] =
       { door :
       [aircraft.door.new("/scenery/EDAU/door[0]/door[0]", 30),
         ]
       };
   };
   if (!contains(scenery.EDAU, "door")) scenery.EDAU["door"] = [nil];
		scenery.EDAU.door[0] =
			{ door :
			[aircraft.door.new("/scenery/EDAU/door[0]/door[0]", 30)
			
			]
		};
		
		#this is the switch target sim time sun rad
		var limwswitch = 1.57;
		
		var loop_id = 0;

		var loop = func(id) {
				id == loop_id or return;
				var limwsun = getprop("/sim/time/sun-angle-rad");
				var doorstate = getprop("/scenery/EDAU/door[0]/door[0]/position-norm");
					#print ("limwsun  ", limwsun);
				
				if ((limwsun &gt; limwswitch) and (doorstate == 0)){
					scenery.EDAU.door[0].door[0].toggle();
					};
				
				if ((limwsun &lt; limwswitch) and (doorstate == 1)){
					scenery.EDAU.door[0].door[0].toggle();
					};
		
			settimer(func { loop(id) }, 4);
			}
			loop(loop_id += 1);
  </load>
  <unload>
   if (contains(scenery, "sharedDoor")) {
     scenery.EDAU.door[0].door[0].destroy();
   }
   loop_id += 1
  </unload>
 </nasal>

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


<animation>
  <name>edau-door1</name>
  <object-name>Door1a</object-name>
  <object-name>Door1b</object-name>
</animation>
 
<animation>
  <name>edau-door2</name>
  <object-name>Door2a</object-name>
  <object-name>Door2b</object-name>
</animation>

<animation>
  <name>edau-door-trans</name>
  <object-name>Door1b</object-name>
  <object-name>Door2b</object-name>
  <object-name>EDAU_DOOR2</object-name>
</animation>


<effect>
 <inherits-from>Effects/model-transparent</inherits-from>
 <condition><property>sim/rendering/rembrandt/enabled</property></condition>
 <object-name>edau-door-trans</object-name>
</effect>


<animation>
 <type>pick</type>
 	<object-name>edau-door1</object-name>
 	<object-name>edau-door2</object-name>
 	<visible>true</visible>
 <action>
  	<name>click</name>
  	<button>0</button>
  	<repeatable>false</repeatable>
  <binding>
   	<command>nasal</command>
   	<script>scenery.EDAU.door[0].door[0].toggle();</script>
  </binding>
 </action>
</animation>
<animation>
		<type>translate</type>
		<object-name>edau-door1</object-name>
			<property>/scenery/EDAU/door[0]/door[0]/position-norm</property>
			<factor>1</factor>
			<interpolation>
				<entry><ind> 0.0 </ind><dep> -10.00 </dep></entry>
				<entry><ind> 0.2 </ind><dep> -10.00 </dep></entry>
				<entry><ind> 1.0 </ind><dep>   0.00 </dep></entry>
			</interpolation>
			<axis>
				<x>0</x>
				<y>-1</y>
				<z>0</z>
			</axis>
</animation>
<animation>
		<type>translate</type>
		<object-name>edau-door2</object-name>
			<property>/scenery/EDAU/door[0]/door[0]/position-norm</property>
			<factor>1</factor>
			<interpolation>
				<entry><ind> 0.0 </ind><dep> -10.00 </dep></entry>
				<entry><ind> 0.2 </ind><dep> -10.00 </dep></entry>
				<entry><ind> 1.0 </ind><dep>   0.00 </dep></entry>
			</interpolation>
			<axis>
				<x>0</x>
				<y>1</y>
				<z>0</z>
			</axis>
</animation>
	

<animation>
 	<object-name>edau-door1</object-name>
 	<object-name>edau-door2</object-name>
<enable-hot type="bool">false</enable-hot>
</animation>

</PropertyList>