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

  avar("wind_push_x", 0);
  avar("wind_push_y", -1);

  script_kill("ruin/vent_04");
  script_kill("ruin/vent_03");
  script_kill("ruin/vent_02");
  script_kill("ruin/vent_01");

# seq_jump("check");

#SEQUENCE "check";
# var func = nop;
  func = if(eq(avar("ruin_maze_a_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_02", rand(500, 550), rand(500, 550), "hairhair_lvl_02", 1 );
  indicator_char_make( "whipstone", 2, 0, "whipstone_cin_03", 0, colorRGB(0,1,0), .75, 1, 25, "indicator/kill.tga" );
# char_clone("hairhair_lvl_02", add(rand(-1,1), 30), add(rand(-1,1), 10));
# seq_jump("name");

#SEQUENCE "name";
# char_activate("player", 1);
  avar("ruin_maze_a_loaded", 1);
  screenFX_fade( "fade_black", .25, 0 );
  avar("loading", 0);
# seq_jump("wait");

#SEQUENCE "kill";
# char_activate("player", 1);
  screenFX_fade( "fade_black", .25, 0 );
  avar("loading", 0);
# seq_jump("wait");

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