#SEQUENCE "start";
# char_activate("player", 0);
  avar("teleport", 1);
# seq_jump(avar("target_boss"));

#SEQUENCE "phemus";
# // Load up all the screenFX we need for transitioning to a boss level.
  screenFX_make( "wa",   "wash", "*color=colorRGB(0.5, 0.25, 1.0); *variance=0.3;" );
  screenFX_make( "br",   "break" );
  screenFX_make( "bp",   "boss pic", "*tex = \"boss_pics/eyeclops.tga\"; *scale = 1.075; *move = 1;" );
  screenFX_fade( "bp",   0, 0.001 );
  screenFX_make( "bl",   "blur" );
  screenFX_make( "text", "boss pic", "*tex = \"boss_pics/eyeclops_text.tga\"; *scale = 1.25; *fade = 1;" );
  screenFX_fade( "text", 0, 0.001 );
  wait( 1.25 );

# // Make sure the HUD doesn't get in the way of the boss screen.
  HUD_set_visible( 0 );
  sound_play( "NewSoundFX/hysteria.wav" );
  wait( 0.25 );

# // Fade in the break-up effect to make things interesting.
  screenFX_fade( "br", 2, 1.0 );
  wait( 0.2 );

# // Cover the screen with a wash.
  screenFX_fade( "wa", 1, 1.0 );
  wait( 0.2 );

# // Bring in the actual boss picture.
  screenFX_fade( "bp", 0.333, 0.5 );
  wait( 1.0 );

# // Display the bosses name and add a flash of bloom.
  screenFX_fade( "bl", 0.25, 0.175 );
  screenFX_fade( "text", 0.333, 1 );
  wait( 0.25 );

# // We're done with the bloom.
  screenFX_kill( "bl", 0.5 );
  wait( 0.5 );


# // <------Load the boss level here------->
  teleport_player(avar("dest"), avar("dest_x"), avar("dest_y"));
# wait( 3 );


# // Turn everything off.
  screenFX_kill( "wa", 0.5 );
  screenFX_kill( "br", 0.75 );
  screenFX_fade( "bp", 0.25, 1.0 );
  screenFX_kill( "text", 0.5 );
  wait( 0.3 );

# // Get our HUD back in view.
  screenFX_kill( "bp", 0 );
  HUD_set_visible( 1 );
  wait( 1.5 );

//# // We're all done doing boss screen stuff.
# kill_this();
# seq_jump("wait");

#SEQUENCE "kenki";
# // Load up all the screenFX we need for transitioning to a boss level.
  screenFX_make( "wa",   "wash", "*color=colorRGB(1.0, 0.5, 0.25); *variance=0.3;" );
  screenFX_make( "br",   "break" );
  screenFX_make( "bp",   "boss pic", "*tex = \"boss_pics/kenki.tga\"; *scale = 1.135; *move = 1;" );
  screenFX_fade( "bp",   0, 0.001 );
  screenFX_make( "bl",   "blur" );
  screenFX_make( "text", "boss pic", "*tex = \"boss_pics/kenki_text.tga\"; *scale = 1.25; *fade = 1;" );
  screenFX_fade( "text", 0, 0.001 );
  wait( 1.25 );

# // Make sure the HUD doesn't get in the way of the boss screen.
  HUD_set_visible( 0 );
  sound_play( "NewSoundFX/hysteria.wav" );
  wait( 0.25 );

# // Fade in the break-up effect to make things interesting.
  screenFX_fade( "br", 2, 1.0 );
  wait( 0.2 );

# // Cover the screen with a wash.
  screenFX_fade( "wa", 1, 1.0 );
  wait( 0.2 );

# // Bring in the actual boss picture.
  screenFX_fade( "bp", 0.333, 0.5 );
  wait( 1.0 );

# // Display the bosses name and add a flash of bloom.
  screenFX_fade( "bl", 0.25, 0.175 );
  screenFX_fade( "text", 0.333, 1 );
  wait( 0.25 );

# // We're done with the bloom.
  screenFX_kill( "bl", 0.5 );
  wait( 0.5 );


# // <------Load the boss level here------->
  teleport_player(avar("dest"), avar("dest_x"), avar("dest_y"));
# wait( 3 );


# // Turn everything off.
  screenFX_kill( "wa", 0.5 );
  screenFX_kill( "br", 0.75 );
  screenFX_fade( "bp", 0.25, 1.0 );
  screenFX_kill( "text", 0.5 );
  wait( 0.3 );

# // Get our HUD back in view.
  screenFX_kill( "bp", 0 );
  HUD_set_visible( 1 );
  wait( 1.5 );

//# // We're all done doing boss screen stuff.
# kill_this();
# seq_jump("wait");

#SEQUENCE "whipstone";
# // Load up all the screenFX we need for transitioning to a boss level.
  screenFX_make( "wa",   "wash", "*color=colorRGB(0.25, 1.0, 0.5); *variance=0.3;" );
  screenFX_make( "br",   "break" );
  screenFX_make( "bp",   "boss pic", "*tex = \"boss_pics/whipstone.tga\"; *scale = 1.295; *move = 1;" );
  screenFX_fade( "bp",   0, 0.001 );
  screenFX_make( "bl",   "blur" );
  screenFX_make( "text", "boss pic", "*tex = \"boss_pics/whipstone_text.tga\"; *scale = 1.25; *fade = 1;" );
  screenFX_fade( "text", 0, 0.001 );
  wait( 1.25 );

# // Make sure the HUD doesn't get in the way of the boss screen.
  HUD_set_visible( 0 );
  sound_play( "NewSoundFX/hysteria.wav" );
  wait( 0.25 );

# // Fade in the break-up effect to make things interesting.
  screenFX_fade( "br", 2, 1.0 );
  wait( 0.2 );

# // Cover the screen with a wash.
  screenFX_fade( "wa", 1, 1.0 );
  wait( 0.2 );

# // Bring in the actual boss picture.
  screenFX_fade( "bp", 0.333, 0.5 );
  wait( 1.0 );

# // Display the bosses name and add a flash of bloom.
  screenFX_fade( "bl", 0.25, 0.175 );
  screenFX_fade( "text", 0.333, 1 );
  wait( 0.25 );

# // We're done with the bloom.
  screenFX_kill( "bl", 0.5 );
  wait( 0.5 );


# // <------Load the boss level here------->
  teleport_player(avar("dest"), avar("dest_x"), avar("dest_y"));
# wait( 3 );


# // Turn everything off.
  screenFX_kill( "wa", 0.5 );
  screenFX_kill( "br", 0.75 );
  screenFX_fade( "bp", 0.25, 1.0 );
  screenFX_kill( "text", 0.5 );
  wait( 0.3 );

# // Get our HUD back in view.
  screenFX_kill( "bp", 0 );
  HUD_set_visible( 1 );
  wait( 1.5 );

//# // We're all done doing boss screen stuff.
# kill_this();
# seq_jump("wait");

#SEQUENCE "patches";
# avar("loading", 1);
  avar("patches_loaded", 1);
# // Load up all the screenFX we need for transitioning to a boss level.
  screenFX_make( "heat", "heat" );
  screenFX_make( "wa",   "wash", "*color=colorRGB(0.0, 0.0, 0.0); *variance=0.0;" );
  screenFX_make( "bp",   "boss pic", "*tex = \"boss_pics/patches.tga\"; *scale = 1.18; *fade = 1;" );
  screenFX_fade( "bp",   0, 0.001 );
  screenFX_make( "bl",   "blur" );
  wait( 1.25 );

# // Make sure the HUD doesn't get in the way of the boss screen.
  HUD_set_visible( 0 );
  sound_play( "NewSoundFX/hysteria.wav" );
  screenFX_fade( "heat", 2.2, 0.3 );
  wait( 0.25 );

# // Cover the screen with a wash.
  screenFX_fade( "wa", 2.2, 1.0 );
  wait( 1.6 );

# // Bring in the actual boss picture.
  screenFX_fade( "bp", 3.0, 1.0 );
  wait( 2.5 );

# // Add a flash of bloom.
  screenFX_fade( "bl", 0.25, 0.175 );
  wait( 0.25 );

# // We're done with the bloom.
  screenFX_kill( "bl", 0.5 );
  wait( 0.5 );


# // <------Load the boss level here------->
  teleport_player(avar("dest"), avar("dest_x"), avar("dest_y"));
# wait( 3 );


# // Turn everything off.
  screenFX_kill( "bp", 1.75 );
  wait( 1.25 );
# screenFX_kill( "heat", 1.5 );
  screenFX_kill( "wa", 2.0 );
  wait( 1.0 );

# // Get our HUD back in view.
  HUD_set_visible( 1 );
  wait( 1.5 );

//# // We're all done doing boss screen stuff.
# kill_this();
# seq_jump("wait");

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