#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_02", 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_03", 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(), this_z() );
  lvar("count_01", add(lvar("count_01"), .14));
# var func = nop;
  func = if(geq(lvar("count_01"), .15), seq_jump, nop);
  func("fire_02");
# wait(.14, 1);
  move( 1000, 1000, 0 );

#SEQUENCE "fire_02";
# particle_make( "fire_02", this_x(), this_y(), this_z() );
  lvar("count_02", add(lvar("count_02"), .14));
# var func = nop;
  func = if(geq(lvar("count_02"), .15), seq_jump, nop);
  func("fire_03");
# wait(.14, 1);
  move( 1000, 1000, 0 );

#SEQUENCE "fire_03";
# particle_make( "fire_03", this_x(), this_y(), this_z() );
  lvar("count_03", add(lvar("count_03"), .14));
# var func = nop;
  func = if(geq(lvar("count_03"), .15), seq_jump, nop);
  func("fire_04");
# wait(.14, 1);
  move( 1000, 1000, 0 );

#SEQUENCE "fire_04";
# particle_make( "fire_05", this_x(), this_y(), this_z() );
  lvar("count_04", add(lvar("count_04"), .14));
# var func = nop;
  func = if(geq(lvar("count_04"), .15), seq_jump, nop);
  func("explode");
# wait(.14, 1);
  move( 1000, 1000, 0 );

#SEQUENCE "explode";
# this_set_attribute("exploding", 1);
# explosion_make( this_x(), this_y(), 5, .2, 300, 0, 0, "", "fire_05" );
  sound_play("ambient/explode_02.wav", this_x(), this_y(), this_z() );
  sound_stop(this_get_attribute("sound"));
# wait( 1000 );
