// Make it stay open or close
IfSpawned
  KeepAction


// Handle the animation and sound
tmpargument = passage		// Is the passage clear?
IfPassageOpen			// 
  tmpargument = 0		  //
  IfStateIs			  // State 0 ( Closed )
    tmpargument = ACTIONMG	    //
    DoAction			    //
      tmpargument = 1		      // Open it
      SetState			      //
      tmpargument = 0		      //
      tmpdistance = 11025	      //
      PlaySound			      //
Else
  tmpargument = 1		  //
  IfStateIs			  // State 1 ( Open )
    tmpargument = ACTIONMJ	    //
    DoAction			    //
      tmpargument = 0		      // Close it
      SetState			      //
      tmpargument = 1		      //
      tmpdistance = 11025	      //
      PlaySound			      //
End				// Finished with this character
