#SEQUENCE "follow";
# var func = nop;
  func = if(eq(avar("spawn_cave4_dead"), 0), seq_jump, nop);
  func("merc");
# seq_jump("next");

#SEQUENCE "next";
# char_control_push("mercenary_cin_01", "script", "allies/wait");
# char_control_jump( "spawn_cave6", "script", "buildings/spawn_cave_activate");
  avar("spawn_05_active", 1);
# wait(1);
# char_clone("mercenary_elite", 39, 57);
  char_clone("mercenary_elite", 40, 51);
# wait(.1);
  char_control_push("mercenary_fighter", "script", "allies/forest_move_05");
  char_control_push("mercenary_shooter", "script", "allies/forest_move_05");
  char_control_push("mercenary_elite", "script", "allies/forest_move_05");
  obs_kill("wall_04");
  explosion_make(37, 56, 5, .5, 0);
  explosion_make(45, 62, 5, .5, 0);
  explosion_make(47, 59, 2, .25, 0);
  explosion_make(43, 64, 2, .25, 0);
  explosion_make(44, 50, 2, .25, 0);
  explosion_make(35, 68, 2, .25, 0);
  sound_play("ambient/explode_01.wav", 37, 56, 1);
  sound_play("ambient/explode_02.wav", 45, 62, 1);
# wait(3);
# char_control_pop("mercenary_cin_01");
# load_event("forest/spawn_cave_dead5");
# kill_this();
# seq_jump("wait");

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

#SEQUENCE "merc";
# char_kill("mercenary_cin_01");
# char_make("allies/mercenary_cin_01", 52, 66);
# seq_jump("next");
