#SEQUENCE "charge_01";
# particle_make( "fire_05", add(rand(-1,1), this_x()), add(rand(-1,1), this_y()), add(this_z(), 1));
  lvar("count", add(lvar("count"), .02));
# var func = nop;
  func = if(geq(lvar("count"), .8), seq_jump, nop);
  func("start");
# wait(.02, 1);
  move_to( char_get_x("player"), char_get_y("player"), 0 );

#SEQUENCE "start";
# var tx = char_get_x("player");
  var ty = char_get_y("player");
  var dx = sub( tx, this_x() );
  var dy = sub( ty, this_y() );
  var dist = sqrt( add( mult(dy,dy), mult(dx,dx) ) );
  dx = div(dx, dist);
  dy = div(dy, dist);
  var push_x = add(mult(dx, 3), this_x());
  var push_y = add(mult(dy, 3), this_y());
  lvar("dx", dx);
  lvar("dy", dy);
  lvar("push_x", push_x);
  lvar("push_y", push_y);
# seq_jump("kick");

#SEQUENCE "kick";
# particle_make( "japanese_01", lvar("push_x"), lvar("push_y"), add(this_z(), 1), rand(-1,1), rand(-1,1), rand(3,6), rand(.5,1));
  particle_make( "japanese_01", lvar("push_x"), lvar("push_y"), add(this_z(), 1), rand(-1,1), rand(-1,1), rand(3,6), rand(.5,1));
  particle_make( "japanese_01", lvar("push_x"), lvar("push_y"), add(this_z(), 1), rand(-1,1), rand(-1,1), rand(3,6), rand(.5,1));
  particle_make( "japanese_01", lvar("push_x"), lvar("push_y"), add(this_z(), 1), rand(-1,1), rand(-1,1), rand(3,6), rand(.5,1));
# char_make("landmine_blue", lvar("push_x"), lvar("push_y"));
# wait(.15);
# push_circle_make( lvar("push_x"), lvar("push_y"), 2, mult(lvar("dx"), 125), mult(lvar("dy"), 125), 25 );
# this_control_pop();
# wait( 0.01 );
