#SEQUENCE "follow";
# var func = nop;
  func = if(eq(avar("spawn_cave2_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_cave4", "script", "buildings/spawn_cave_activate");
  avar("spawn_03_active", 1);
# wait(1.5);
# obs_kill("wall_02");
  explosion_make(19, 158, 5, .5, 0);
  explosion_make(19, 155, 2, .25, 0);
  explosion_make(19, 162, 2, .25, 0);
  sound_play("ambient/explode_02.wav", 19, 158, 1);
  char_clone("mercenary_fighter2", 7, 159);
  char_clone("mercenary_fighter2", 10, 164);
# wait(.1);
  char_control_push("mercenary_fighter", "script", "allies/forest_move_03");
  char_control_push("mercenary_fighter2", "script", "allies/forest_move_03");
# wait(4.5);
# char_control_pop("mercenary_cin_01");
# load_event("forest/spawn_cave_dead3");
# kill_this();
# seq_jump("wait");

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

#SEQUENCE "merc";
# char_kill("mercenary_cin_01");
# char_make("allies/mercenary_cin_01", 27, 158);
# seq_jump("next");
