Ever shoot a guard in a locked doorway to prop it open because you don't have the key? Well, if you then actually "try" the door standing in the open doorway, you will still get the locked door sound. This is more noticeable in mods where the spacebar sound is disabled.
The fix is pretty simple: make the sound only if the door is closed.
In WL_ACT1.CPP add the code in blue:
::: CODE :::
void OperateDoor (int door)
lock = doorobjlist[door].lock;
if (lock >= dr_lock1 && lock <= dr_lock4)
if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )
if (doorposition[door] == 0) SD_PlaySound (NOWAYSND); // locked