src/game/Tactical/Keys.cc
CFOR_EACH_NON_PLAYER_SOLDIER(s)
	{
		if (!s->bInSector) continue;

		FOR_EACH_DOOR_STATUS(d)
		{
			// If open, close
			if (!(d.ubFlags & DOOR_OPEN)) continue;
			HandleDoorChangeFromGridNo(0, d.sGridNo, TRUE);
		}
		break;
	}
// If there is at least one human being in that sector, close doors.
If there is at least one human being in that sector, close doors.
If there is at least one human being in that sector close doors .
CFOR_EACH_NON_PLAYER_SOLDIER(s)
	{
		if (!s->bInSector) continue;
		FOR_EACH_DOOR_STATUS(d)
		{
			if (!(d.ubFlags & DOOR_OPEN)) continue;
			HandleDoorChangeFromGridNo(0, d.sGridNo, TRUE);
		}
		break;
	}
CFOR_EACH_NON_PLAYER_SOLDIER ( s ) { if ( ! s -> bInSector ) continue ; FOR_EACH_DOOR_STATUS ( d ) { if ( ! ( d . ubFlags & DOOR_OPEN ) ) continue ; HandleDoorChangeFromGridNo ( 0 , d . sGridNo , TRUE ) ; } break ; }
If there is at least one human being in that sector, close doors.
If there is at least one human being in that sector close doors .
// If open, close