#SEQUENCE "sound";
# this_set_attribute( "sound", sound_play("monsters/torch.wav", this_x(), this_y(), this_z(), 12, 1) );
# seq_jump( "gear up" );

#SEQUENCE "gear up";
# particle_make( "fire_01", this_x(), this_y(), add( rand(0.25, 1.5), this_z() ) );
  animate( "explode", 1, 1, 0.1 );
  wait( 0.05, 1 );
# animate( "explode", 1, 1, 0.2 );
  wait( 0.05, 1 );
# animate( "explode", 1, 1, 0.4 );
  wait( 0.05, 1 );
# animate( "explode", 1, 1, 0.8 );
  wait( 0.05, 1 );
# particle_make( "fire_01", this_x(), this_y(), add( rand(0.25, 1.5), this_z() ) );
  animate( "explode", 1, 1, 1.6 );
  wait( 0.05, 1 );
# animate( "explode", 1, 1, 3.2 );
  wait( 0.05, 1 );
# animate( "explode", 1, 1, 6.4 );
  wait( 0.05, 1 );
# animate( "explode", 100, 1, 100 );
  seq_jump( "pulsate" );
  wait( 0.05, 1 );

#SEQUENCE "pulsate";
# particle_make( "fire_01", this_x(), this_y(), add( rand(0.25, 1.5), this_z() ) );
  lvar( "count_01", add( lvar("count_01"), .2 ) );
# var func = nop;
  func = if( geq(lvar("count_01"), 1.8), seq_jump, nop );
  func( "explode" );
# wait( .2, 1 );
  move( 1000, 1000, 0 );

#SEQUENCE "explode";
# explosion_make( this_x(), this_y(), 5, .35, 100, 0, 0, "", "fire_01" );
  sound_play("ambient/explode_03.wav", this_x(), this_y(), this_z() );
  sound_stop(this_get_attribute("sound"));
  this_kill( );
# wait( 1000 );
