#SEQUENCE "stop";
# wait(.15);
# char_activate("player", 0);
# char_set_attribute("player", "laser", 1);
  char_set_attribute("player", "vortex", 0);
  char_set_attribute("player", "explosion", 0);

  script_kill("island/coconut_01");
  script_kill("island/coconut_02");
  script_kill("island/coconut_03");
  script_kill("island/coconut_04");
  
# seq_jump(if(gvar("gfx_world_particles"), "particles", "check"));

#SEQUENCE "particles";
# var func = nop;
  func = if(geq(lvar("count"), 20), seq_jump, nop);
  func("check");
# particle_make( "mist_02", rand(0,100), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,100), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,100), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,100), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,100), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,100), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,100), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,100), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,100), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,100), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  lvar("count", add(lvar("count"), 10));
# wait( .0001 );

#SEQUENCE "check";
# var func = nop;
  func = if(eq(avar("island_tut_loaded"), 1), seq_jump, nop);
  func("kill");
# seq_jump("spawn_01");

#SEQUENCE "spawn_01";
# wait( 4 );
# load_event("island/tut_laser");
# seq_jump("kill");

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

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