#SEQUENCE "stop";
# wait(.15);
# char_activate("player", 0);
# seq_jump(if(gvar("gfx_world_particles"), "particles", "check"));

#SEQUENCE "particles";
# var func = nop;
  func = if(geq(lvar("count"), 100), 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 );
  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"), 10));
# wait( .0001 );

#SEQUENCE "check";
# var func = nop;
  func = if(eq(avar("forest_00_loaded"), 1), seq_jump, nop);
  func("kill");
# seq_jump("start");

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

#SEQUENCE "spawn_01";
# avar("waiting", 1);
# char_make("kidney_lvl_01", rand(500, 550), rand(500, 550), "kidney_lvl_01", 1 );
# char_clone("kidney_lvl_01", add(rand(-1,1), 42), add(rand(-1,1), 37));

  char_clone("kidney_lvl_01", add(rand(-1,1), 58), add(rand(-1,1), 40));

  char_clone("kidney_lvl_01", add(rand(-1,1), 93), add(rand(-1,1), 35));
  char_clone("kidney_lvl_01", add(rand(-1,1), 93), add(rand(-1,1), 35));

  char_clone("kidney_lvl_01", add(rand(-1,1), 121), add(rand(-1,1), 46));
  char_clone("kidney_lvl_01", add(rand(-1,1), 121), add(rand(-1,1), 46));

  char_clone("kidney_lvl_01", add(rand(-1,1), 154), add(rand(-1,1), 33));
  char_clone("kidney_lvl_01", add(rand(-1,1), 154), add(rand(-1,1), 33));
  char_clone("kidney_lvl_01", add(rand(-1,1), 154), add(rand(-1,1), 33));

  char_clone("kidney_lvl_01", add(rand(-1,1), 178), add(rand(-1,1), 20));
  char_clone("kidney_lvl_01", add(rand(-1,1), 178), add(rand(-1,1), 20));

  indicator_char_make( "forest_soldier_01", 2, 0, "forest_soldier_01", 0, colorRGB(0,0,1), .75, 1, 50, "indicator/talk.tga");

  item_make("banana_02", 19, 87);
# seq_jump("name");

#SEQUENCE "name";
# char_activate("player", 1);
  avar("forest_00_loaded", 1);
  screenFX_fade( "fade_black", 3, 0 );
  avar("loading", 0);
  timer_make( "forest_time", 600, "" );
  floating_text_make( "Forest of Death", 275, 20, 2, 0, 0, 1, 32, colorRGB(1.0, 1.0, 1.0), 7.5, .75, .75, 0 );
# kill_this();
# seq_jump("wait");

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

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