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CALLSTACK
*FUNCTION [OnGameEvent_entity_shoved()] scripts/vscripts/door_barge.nut line [87]
*FUNCTION [__RunEventCallbacks()] unnamed line [211]
*FUNCTION [__RunGameEventCallbacks()] unnamed line [218]
LOCALS
[arraySlot] 0
[shake_radius] 150
[shake_duration] 0.5
[shake_frequency] 16
[shake_amplitude] 8
[door_center] INSTANCE
[is_ajar] true
[is_moving] true
[is_closed] true
[door_state] 0
[is_locked] false
[barge_sound] "WoodenDoor.Pound"
[is_airborne] false
[total_health] 20
[is_going_backwards] 0
[buttons_pressed] 2048
[perp] INSTANCE
[classname] "prop_door_rotating"
[door] INSTANCE
[params] TABLE
[this] TABLE
[funcName] "OnGameEvent_entity_shoved"
[idx] 0
[useTable] TABLE
[bWarnIfMissing] false
[globalTableName] "GameEventCallbacks"
[prefix] "OnGameEvent_"
[params] TABLE
[event] "entity_shoved"
[this] TABLE
[params] TABLE
[event] "entity_shoved"
[this] TABLE