#SEQUENCE "stop";
# wait(.15);
# char_activate("player", 0);

  avar("vent_01_x", 51);
  avar("vent_01_y", 108);
  avar("vent_02_x", 60);
  avar("vent_02_y", 60);
  avar("vent_03_x", 132);
  avar("vent_03_y", 18);
  avar("vent_04_x", 107);
  avar("vent_04_y", 98);
  avar("vent_05_x", 32);
  avar("vent_05_y", 17);

  avar("spring_01_x", 78);
  avar("spring_01_y", 21);

  script_kill("ruin/vent_01");

# script_load("ruin/vent_big_01");

# seq_jump("check");

#SEQUENCE "check";
# var func = nop;
  func = if(eq(avar("ruin_04_loaded"), 1), seq_jump, nop);
  func("kill");
# seq_jump("start");

#SEQUENCE "start";
//# sound_play("ambient/wind.wav", 1.0 );
# wait(.1);
# seq_jump("spawn_01");

#SEQUENCE "spawn_01";
# avar("waiting", 1);
# char_make("hairhair_lvl_01", rand(500, 550), rand(500, 550), "hairhair_lvl_01", 1 );
  char_make("hairhair_lvl_02", rand(500, 550), rand(500, 550), "hairhair_lvl_02", 1 );
  char_make("hairhair_lvl_03", rand(500, 550), rand(500, 550), "hairhair_lvl_03", 1 );
  indicator_char_make( "whipstone", 2, 0, "whipstone_cin_04", 0, colorRGB(0,1,0), .75, 1, 25, "indicator/kill.tga" );
# char_clone("hairhair_lvl_01", add(rand(-1,1), 41), add(rand(-1,1), 96));
  char_clone("hairhair_lvl_02", add(rand(-1,1), 41), add(rand(-1,1), 96));
  char_clone("hairhair_lvl_02", add(rand(-1,1), 41), add(rand(-1,1), 96));

  char_clone("hairhair_lvl_01", add(rand(-1,1), 42), add(rand(-1,1), 81));
  char_clone("hairhair_lvl_02", add(rand(-1,1), 42), add(rand(-1,1), 81));
  char_clone("hairhair_lvl_02", add(rand(-1,1), 42), add(rand(-1,1), 81));

  char_clone("hairhair_lvl_02", add(rand(-1,1), 86), add(rand(-1,1), 79));
  char_clone("hairhair_lvl_02", add(rand(-1,1), 86), add(rand(-1,1), 79));
  char_clone("hairhair_lvl_02", add(rand(-1,1), 86), add(rand(-1,1), 79));

  char_clone("hairhair_lvl_01", add(rand(-1,1), 125), add(rand(-1,1), 70));
  char_clone("hairhair_lvl_02", add(rand(-1,1), 125), add(rand(-1,1), 70));
  char_clone("hairhair_lvl_01", add(rand(-1,1), 125), add(rand(-1,1), 70));
  char_clone("hairhair_lvl_01", add(rand(-1,1), 125), add(rand(-1,1), 70));

  char_clone("hairhair_lvl_02", add(rand(-1,1), 129), add(rand(-1,1), 46));
  char_clone("hairhair_lvl_01", add(rand(-1,1), 129), add(rand(-1,1), 46));
  char_clone("hairhair_lvl_02", add(rand(-1,1), 129), add(rand(-1,1), 46));
  char_clone("hairhair_lvl_02", add(rand(-1,1), 129), add(rand(-1,1), 46));

  char_clone("hairhair_lvl_01", add(rand(-1,1), 106), add(rand(-1,1), 20));
  char_clone("hairhair_lvl_01", add(rand(-1,1), 106), add(rand(-1,1), 20));
  char_clone("hairhair_lvl_01", add(rand(-1,1), 106), add(rand(-1,1), 20));
  char_clone("hairhair_lvl_01", add(rand(-1,1), 106), add(rand(-1,1), 20));

  char_clone("hairhair_lvl_01", add(rand(-1,1), 80), add(rand(-1,1), 52));
  char_clone("hairhair_lvl_01", add(rand(-1,1), 80), add(rand(-1,1), 52));
  char_clone("hairhair_lvl_01", add(rand(-1,1), 80), add(rand(-1,1), 52));
  char_clone("hairhair_lvl_01", add(rand(-1,1), 80), add(rand(-1,1), 52));

  char_clone("hairhair_lvl_01", add(rand(-1,1), 41), add(rand(-1,1), 57));
  char_clone("hairhair_lvl_02", add(rand(-1,1), 41), add(rand(-1,1), 57));
  char_clone("hairhair_lvl_02", add(rand(-1,1), 41), add(rand(-1,1), 57));

  char_clone("hairhair_lvl_03", add(rand(-1,1), 26), add(rand(-1,1), 24));

  char_clone("hairhair_lvl_01", add(rand(-1,1), 49), add(rand(-1,1), 20));
  char_clone("hairhair_lvl_02", add(rand(-1,1), 49), add(rand(-1,1), 20));
  char_clone("hairhair_lvl_03", add(rand(-1,1), 49), add(rand(-1,1), 20));

  char_clone("hairhair_lvl_01", add(rand(-1,1), 79), add(rand(-1,1), 18));
  char_clone("hairhair_lvl_01", add(rand(-1,1), 79), add(rand(-1,1), 18));
  char_clone("hairhair_lvl_01", add(rand(-1,1), 79), add(rand(-1,1), 18));

# seq_jump("name");

#SEQUENCE "name";
# wait( 1 );
# char_activate("player", 1);
  avar("ruin_04_loaded", 1);
  screenFX_fade( "fade_black", .5, 0 );
  avar("loading", 0);
# seq_jump("wait");

#SEQUENCE "kill";
# wait( 1 );
# char_activate("player", 1);
  screenFX_fade( "fade_black", .5, 0 );
  avar("loading", 0);
# seq_jump("wait");

#SEQUENCE "wait";
# wait( 10000 );
