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path: root/data/maps/the_entry/doors.txtpb
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generated by cgit-pink 1.4.1 (git 2.36.1) at 2025-11-30 01:13:21 +0000
 


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doors {
  name: "Trick Door"
  type: STANDARD
  receivers: "Components/Doors/side_1"
  panels { room: "Starting Room" name: "TRICK" }
  location_room: "Starting Room"
}
doors {
  name: "Link Area Entrance"
  type: STANDARD
  receivers: "Components/Doors/side_2"
  panels { room: "Trick Room" name: "INK" answer: "link" }
  location_room: "Trick Room"
}
# side_3 is vanilla because I don't think it's real?
doors {
  name: "Trick To Shop Door"
  type: STANDARD
  receivers: "Components/Doors/side_4"
  panels { room: "Starting Room" name: "TRICK" answer: "treat" }
  location_room: "Starting Room"
}
doors {
  name: "Second Room Right Door"
  type: STANDARD
  receivers: "Components/Doors/second_right"
  panels { room: "Starting Room" name: "HINT" }
  location_room: "Starting Room"
}
doors {
  name: "Red Alcove Exit"
  type: STANDARD
  receivers: "Components/Doors/second_right2"
  panels { room: "Red Alcove" name: "DEAD" }
  panels { room: "Red Alcove" name: "BROW" }
  location_room: "Red Alcove"
}
doors {
  name: "Four Corner Panels"
  type: EVENT
  panels { room: "Red Alcove" name: "DEAD" }
  panels { room: "Red Alcove" name: "BROW" }
  panels { room: "Blue Alcove" name: "BLUE" }
  panels { room: "Blue Alcove" name: "ARMY" }
}
doors {
  name: "Corners Painting"
  type: STANDARD
  receivers: "Components/Doors/second_right11"
  panels { room: "Least Blue Last" name: "CORNERS" }
  location_room: "Least Blue Last"
}
doors {
  name: "Blue Alcove Exit"
  type: STANDARD
  receivers: "Components/Doors/second_right3"
  panels { room: "Blue Alcove" name: "BLUE" }
  panels { room: "Blue Alcove" name: "ARMY" }
  location_room: "Blue Alcove"
}
doors {
  name: "Rabbithole Door"
  type: STANDARD
  receivers: "Components/Doors/second_right8"
  panels { room: "Rabbit Hole Lock" name: "RABBIT" }
  panels { room: "Rabbit Hole Lock" name: "HOLE" }
  location_room: "Rabbit Hole Lock"
}
# second_right is vanilla because it's like LOST door.
doors {
  name: "Noon Door"
  type: STANDARD
  receivers: "Components/Doors/second_right5"
  receivers: "Components/Doors/second_right10"
  panels { room: "Red Blue Halls" name: "CENTER DAY" }
  location_room: "Red Blue Halls"
}
doors {
  name: "Scarf Door"
  type: STANDARD
  receivers: "Components/Doors/second_right6"
  panels { room: "Red Blue Halls" name: "RAIN WOMAN" }
  location_room: "Red Blue Halls"
}
doors {
  name: "Blue Alcove Entrance"
  type: STANDARD
  receivers: "Components/Doors/second_right9"
  panels { room: "Wrath Room" name: "CORN" }
  location_room: "Wrath Room"
}
doors {
  name: "Second Room Left Door"
  type: STANDARD
  receivers: "Components/Doors/second_left"
  # There's also the special behavior with returning from The Digital.
  panels { room: "Starting Room" name: "THIN" }
  location_room: "Starting Room"
}
doors {
  name: "Flipped Second Room Right Door"
  type: STANDARD
  receivers: "Components/Doors/second_left_top"
  panels { room: "Flipped Second Room" name: "SLENDER" }
  location_room: "Flipped Second Room"
}
doors {
  name: "Flipped Second Room Left Door"
  type: STANDARD
  receivers: "Components/Doors/second_right_top"
  panels { room: "Flipped Second Room" name: "CLUE" }
  location_room: "Flipped Second Room"
}
doors {
  name: "Right Eye Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/third_right"
  panels { room: "Trick Room" name: "INK" }
}
doors {
  name: "Red Blue Area Left Door"
  type: STANDARD
  receivers: "Components/Doors/fourth_right"
  panels { room: "Right Eye" name: "WANDER" }
  location_room: "Right Eye"
}
doors {
  name: "Red Blue Area Right Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/fifth_right"
  panels { room: "Right Eye" name: "WANDER" }
  location_room: "Right Eye"
}
# Components/Doors/back_left_1, _3, _4, _6 are vanilla because they're nothing.
doors {
  name: "Orange Door Hider"
  type: STANDARD
  receivers: "Components/Doors/back_left_2"
  panels { room: "Colored Doors Area" name: "OPEN" answer: "orange" }
  panels { room: "Colored Doors Area" name: "OPEN" answer: "wall" }
  complete_at: 1
  location_room: "Colored Doors Area"
  location_name: "OPEN"
}
doors {
  name: "Lime Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/back_left_5"
  panels { room: "Ctrl Tutorial" name: "RIGHT" }
  location_room: "Ctrl Tutorial"
}
doors {
  name: "Revitalized Entrance"
  type: STANDARD
  receivers: "Components/Doors/back_left_8"
  receivers: "Components/Doors/back_left_9"
  panels { room: "Lime Room" name: "HIDE" }
  panels { room: "Lime Room" name: "SEEK" }
  location_room: "Lime Room"
}
doors {
  name: "Control Center White Door"
  type: CONTROL_CENTER_COLOR
  receivers: "Components/Doors/back_left_7"
  control_center_color: "white"
}
# exit_1 should maybe just be removed.
# entry_proxied_1 is part of the vanilla intro.
doors {
  name: "X Area Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_2"
  panels { room: "Starting Room" name: "HI" answer: "bye" }
  location_room: "Starting Room"
}
doors {
  name: "Composite Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_3"
  panels { room: "Starting Room" name: "HI" answer: "hidden" }
  location_room: "Starting Room"
}
doors {
  name: "Flip Area Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_4"
  panels { room: "Starting Room" name: "HI" answer: "high" }
  location_room: "Starting Room"
}
doors {
  name: "Daedalus Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_5"
  panels { room: "Starting Room" name: "HI" answer: "hide" }
  location_room: "Starting Room"
}
doors {
  name: "Starting Room West Wall North Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Entry/entry_proxied_9"
  double_letters: true
}
doors {
  name: "Shop Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_6"
  panels { room: "Shop Entrance" name: "TURN" }
  location_room: "Shop Entrance"
}
doors {
  name: "Liberated Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_10"
  panels { room: "Liberated Entrance Panel" name: "TURN (1)" }
  location_room: "Flipped Pyramid Area"
}
doors {
  name: "Flipped Pyramid Area Entrance"
  type: EVENT
  receivers: "Components/Doors/Entry/entry_proxied_12"
  double_letters: true
}
doors {
  name: "Literate Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_11"
  panels { room: "Literate Entrance Panel" name: "TURN (2)" }
  location_room: "Flipped Pyramid Area"
}
doors {
  name: "Parthenon Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_7"
  panels { room: "Parthenon Return" name: "RETURN" }
  location_room: "Parthenon Return"
}
doors {
  name: "Colored Doors Area Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/Entry/entry_proxied_8"
  panels { room: "Parthenon Return" name: "RETURN" }
  location_room: "Parthenon Return"
}
doors {
  name: "D Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/d_1"
  panels { room: "Starting Room" name: "THAN" }
  location_room: "Starting Room"
}
doors {
  name: "Near D Room Painting"
  type: ITEM_ONLY
  receivers: "Components/Doors/Entry/d_3"
  receivers: "Components/Doors/Entry/d_4"
  double_letters: true
}
doors {
  name: "D Room Panels"
  type: EVENT
  receivers: "Components/Doors/Entry/d_2"
  panels { room: "D Room" name: "BASEBALL" }
  panels { room: "D Room" name: "BIKERS" }
  panels { room: "D Room" name: "RED" }
  panels { room: "D Room" name: "SUN" }
  panels { room: "D Room" name: "BLACK" }
  panels { room: "D Room" name: "COWBOY" }
  panels { room: "D Room" name: "SPRAY" }
  panels { room: "D Room" name: "BOWLER" }
  panels { room: "D Room" name: "CARPENTER" }
}
doors {
  name: "Gallery Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_return_1"
  panels { room: "Gallery Return" name: "RETURN" }
  location_room: "Gallery Return"
}
# entry_front_1 - _6 are part of the vanilla intro.
doors {
  name: "L Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_front_7"
  receivers: "Components/Doors/Entry/entry_front_8"
  panels { room: "Trick Room" name: "INK" }
  location_room: "Trick Room"
}
doors {
  name: "Least Blue Last Panels"
  type: EVENT
  #move_paintings { room: "Starting Room" name: "OWL" }
  #receivers: "Components/Paintings/owl/visibilityListener"
  panels { room: "Least Blue Last" name: "CAPABLE (1)" }
  panels { room: "Least Blue Last" name: "CAPABLE (2)" }
  panels { room: "Least Blue Last" name: "LUSTRE" }
  panels { room: "Least Blue Last" name: "WANT" }
  panels { room: "Least Blue Last" name: "STEALER" }
  panels { room: "Least Blue Last" name: "OLD" }
  panels { room: "Least Blue Last" name: "TRUST" }
  panels { room: "Least Blue Last" name: "LABEL" }
  panels { room: "Least Blue Last" name: "AIL" }
}
doors {
  name: "Red Room Painting"
  type: STANDARD
  #move_paintings { room: "Right Eye" name: "PSYCHIC" }
  receivers: "Components/Paintings/psychic/teleportListener"
  panels { room: "Right Eye" name: "FAINT" }
  location_room: "Right Eye"
}
doors {
  name: "Third Eye Painting"
  type: LOCATION_ONLY
  # move_paintings { room: "Eye Room" name: "GALLERY" }
  # TODO: ummmm
  panels { room: "Eye Room" name: "I" }
  location_room: "Eye Room"
}