    <!-- oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
      Quest for a door that can automatically open on approach unless
      it is locked. Unlocking requires to have an certain object in the
      inventory. This version is for a sliding door.
      The entity with this quest must also have some kind of trigger.
      Parameters:
	 - x_*: relative movement factor to close the door in each axus.
	 - duration: duration for open/close movement
      oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo -->
<quest name="RotateDoorY">
        <default name="y_on" string="0.5"/>
        <default name="y_off" string="-0.5"/>
        <default name="duration" string="500"/>
    	<state name="closed">
	    <trigger type="trigger">
	    	<fireon entity="$this" />
		<reward type="debugprint" message="Door Opens!" />
		<reward type="sequencefinish" entity="$this" sequence="closedoor" />
		<reward type="sequence" entity="$this" sequence="opendoor" />
		<reward type="action" id="Unpause" entity="$this" pc="pcsoundsource" />
	    	<reward type="newstate" state="opened" />
	    </trigger>
	</state>
    	<state name="opened">
	    <trigger type="trigger">
	    	<fireon entity="$this" leave="true" />
		<reward type="debugprint" message="Door Closes!" />
		<reward type="sequencefinish" entity="$this" sequence="opendoor" />
		<reward type="sequence" entity="$this" sequence="closedoor" />
		<reward type="action" id="Unpause" entity="$this" pc="pcsoundsource" />
	    	<reward type="newstate" state="closed" />
	    </trigger>
	</state>
    	<sequence name="opendoor">
	    <op type="transform" duration="$duration" entity="$this">
		<roty angle="$y_on" />
	    </op>
	</sequence>
    	<sequence name="closedoor">
	    <op type="transform" duration="$duration" entity="$this">
		<roty angle="$y_off" />
	    </op>
	</sequence>
</quest>

