[logic]
active = sr_idle@wait

[sr_idle@wait]
on_info  = { =actor_in_zone(jup_suicide_restrictor) !actor_active_helmet(fantom_helmet) } sr_idle@timer_1
on_info2 = { =actor_active_helmet(fantom_helmet) } sr_idle@stop_suicide
on_info3 = {+play_particle_suiside} %-play_particle_suiside =stop_particle_on_restrictor(anomaly2\psi_antenna)%

[sr_idle@timer_1]
on_timer = 2000 | sr_idle@sound_play %=disable_ui%
on_info = {-play_particle_suiside} %+play_particle_suiside =play_particle_on_restrictor(anomaly2\psi_antenna)%
on_actor_outside = sr_idle@wait

[sr_idle@sound_play]
on_info = {-play_suicide_talk_1} %+play_suicide_talk_1 =play_sound(suicide_talk_1) =run_postprocess(black:4999:true)%
on_info2 = {+play_suicide_talk_1 -cutscene_actor_on_restrictor} %+cutscene_actor_on_restrictor =create_cutscene_actor_on_restrictor(actor_suiside)%
on_signal = sound_end | sr_cutscene@suiside %=stop_postprocess(4999)%

[sr_cutscene@suiside]
point = none
look = none
global_cameffect = false
enable_ui_on_end = false
outdoor = true
cam_effector = suiside
on_signal = cameff_end | sr_idle@actor_dead %=enable_ui%
on_info = {-start_suiside_scene} %+start_suiside_scene%
on_info2 = {+actor_suiside_done} sr_idle@actor_dead %=enable_ui%

[sr_idle@actor_dead]
on_info = nil %=destroy_object(story:actor_suiside) =kill_actor%

[sr_idle@stop_suicide]
on_info = { !actor_active_helmet(fantom_helmet) } sr_idle@wait
