[logic]
active = sr_idle

[sr_idle]
on_npc_in_zone = 1400 | stc_quest_controller | %+stc_strelok_gone%
on_info = {+stc_strelok_dead} sr_idle@stc_strelok_dead_1
on_info2 = {+stc_strelok_gone} sr_idle@strelok_gone %=start_surge_on_stancia_2(fx_surge_day_stancia_demo_1) +stc_armagedets_start%
on_info3 = {+stc_strelok_is_near_dead} %=play_sound(stc_strelok_kill_reminder_6)%

[sr_idle@strelok_gone]
on_timer = 2000 | {-stc_final_fade} %=run_postprocess(agr_u_fade) +stc_final_fade%
on_timer2 = 4000 | sr_idle@strelok_gone_snd %+stc_final_cutscene_1% 


[sr_idle@strelok_gone_snd]
on_info = %=play_sound(stc_final_scene_after_lost_strelok)%
on_timer = 3000 | {-stc_last_effector_1} %=stc_boom(blowout_hit_2) +stc_last_effector_1%
on_timer2 = 8000 | {-stc_last_effector_2} %=stc_boom(blowout_hit_3) +stc_last_effector_2%  
on_timer3 = 11000 | {-stc_surge_continued} %=continue_surge_on_stancia_2 +stc_surge_continued%
on_signal = theme_end | sr_idle@kill_actor 

[sr_idle@kill_actor]
;on_timer = 4000 | nil %=stc_boom =kill_actor%

[sr_idle@stc_strelok_dead_1]
on_info = %=play_sound(stc_final_scene_after_kill_strelok)%
on_signal = sound_end | sr_idle@stc_strelok_dead_2 %=start_surge_on_stancia_2(fx_surge_day_stancia_demo_2) +stc_armagedets_start% 

[sr_idle@stc_strelok_dead_2]
on_info = %=play_sound(stc_final_scene_after_kill_strelok)%
on_timer = 8000 | {-stc_final_fade} %=run_postprocess(agr_u_fade) +stc_final_fade%
on_timer2 = 10000 | %+stc_final_cutscene_2%
on_timer3 = 1000 | {-stc_surge_continued} %=continue_surge_on_stancia_2 +stc_surge_continued%
on_timer4 = 13000 | {-stc_last_effector_1} %=stc_boom(blowout_hit_2) +stc_last_effector_1%
on_timer5 = 18000 | {-stc_last_effector_2} %=stc_boom(blowout_hit_3) +stc_last_effector_2%
on_timer6 = 25000 | {-stc_last_effector_3} %+stc_last_effector_3 =run_tutorial(mov_csky_outro)%  


[sr_idle@end]

