#SEQUENCE "follow";
# var func = nop;
  func = if(eq(avar("spawn_cave3_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_cave5", "script", "buildings/spawn_cave_activate");
  avar("spawn_04_active", 1);
# wait(1.5);
# obs_kill("wall_03");
  explosion_make(122, 128, 5, .5, 0);
  explosion_make(122, 124, 2, .25, 0);
  explosion_make(122, 132, 2, .25, 0);
  sound_play("ambient/explode_01.wav", 122, 128, 1);
  char_clone("mercenary_shooter", 131, 128);
  char_clone("mercenary_shooter", 130, 131);
# wait(.1);
  char_control_push("mercenary_fighter", "script", "allies/forest_move_04");
  char_control_push("mercenary_fighter2", "script", "allies/forest_move_04");
  char_control_push("mercenary_shooter", "script", "allies/forest_move_04");
# wait(4.5);
# char_control_pop("mercenary_cin_01");
# load_event("forest/spawn_cave_dead4");
# kill_this();
# seq_jump("wait");

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

#SEQUENCE "merc";
# char_kill("mercenary_cin_01");
# char_make("allies/mercenary_cin_01", 111, 219);
# seq_jump("next");
