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

  avar("spring_01_x", 54);
  avar("spring_01_y", 60);

  script_kill("ruin/vent_01");

# seq_jump(if(gvar("gfx_world_particles"), "particles", "check"));

#SEQUENCE "particles";
# var func = nop;
  func = if(geq(lvar("count"), 10), seq_jump, nop);
  func("check");
# particle_make( "mist_02", rand(0,200), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,200), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,200), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,200), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,200), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  lvar("count", add(lvar("count"), 5));
# wait( .0001 );

#SEQUENCE "check";
# var func = nop;
  func = if(eq(avar("ruin_02_loaded"), 1), seq_jump, nop);
  func("kill");
# seq_jump("start");

#SEQUENCE "start";
# wait(.1);
# seq_jump("spawn_01");

#SEQUENCE "spawn_01";
# avar("waiting", 1);
# char_make("kidneybr_lvl_01", rand(500, 550), rand(500, 550), "kidneybr_lvl_01", 1 );
  char_make("kidneybr_lvl_02", rand(500, 550), rand(500, 550), "kidneybr_lvl_02", 1 );
  indicator_char_make( "ruin_miner_01", 2, 0, "ruin_miner_01", 0, colorRGB(0,0,1), .75, 1, 50, "indicator/talk.tga");
# char_clone("kidneybr_lvl_01", add(rand(-1,1), 56), add(rand(-1,1), 69));
  char_clone("kidneybr_lvl_02", add(rand(-1,1), 56), add(rand(-1,1), 69));

  char_clone("kidneybr_lvl_01", add(rand(-1,1), 81), add(rand(-1,1), 64));
  char_clone("kidneybr_lvl_01", add(rand(-1,1), 81), add(rand(-1,1), 64));

  char_clone("kidneybr_lvl_01", add(rand(-1,1), 24), add(rand(-1,1), 43));
  char_clone("kidneybr_lvl_01", add(rand(-1,1), 24), add(rand(-1,1), 43));

  char_clone("kidneybr_lvl_01", add(rand(-1,1), 75), add(rand(-1,1), 33));
  char_clone("kidneybr_lvl_01", add(rand(-1,1), 75), add(rand(-1,1), 33));

# seq_jump("name");

#SEQUENCE "name";
# char_activate("player", 1);
  avar("ruin_02_loaded", 1);
  screenFX_fade( "fade_black", .5, 0 );
  avar("loading", 0);
# seq_jump("wait");

#SEQUENCE "kill";
# char_activate("player", 1);
  screenFX_fade( "fade_black", .5, 0 );
  avar("loading", 0);
  sound_stop(avar("jungle_sound"));
# avar("jungle_sound", sound_play("ambient/jungle.wav", 1.0 ));
# seq_jump("wait");

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