[logic]
active = sr_idle@scene_1_spawn

[sr_idle@scene_1_spawn]
;%=purge_arena_items(marshcskybase) // =disable_ui_er
on_info = {+er_intro_start} sr_idle@scene_1_time %=purge_arena_items(marshcskybase) =actor_set_stalker =stop_sim =clear_smart_terrain(mar_smart_terrain_csky_base ) =clear_smart_terrain(mar_smart_terrain_5_12) =spawn_object(mar_intro_actor:mar_intro_scene_1_actor:0:0.0) =spawn_object(mar_intro_lebedev_1:mar_intro_scene_1_lebedev:0:249.3) =spawn_object(mar_intro_kalancha:mar_intro_scene_1_kalancha:0:163.0)%

[sr_idle@scene_1_time]
on_timer = 40000 | sr_idle@scene_2_spawn %=run_postprocess(mar_fade)%


[sr_idle@scene_2_spawn]
on_timer = 2500 | sr_idle@scene_2_sit %+mar_intro_scene_1_end =spawn_object(mar_intro_lebedev_2:mar_intro_scene_2_lebedev:0:270.0) =update_weather(true) =play_sound(mar_intro_getting_up)%


[sr_idle@scene_2_sit]
on_info = {+lebd2dead} sr_idle@scene_2_end %+mar_intro_scene_2_end =enable_ui%
on_timer = 14000 | sr_idle@scene_2_talk


[sr_idle@scene_2_talk]
on_info = {+lebd2dead} sr_idle@scene_2_end %+mar_intro_scene_2_end =enable_ui%
on_info2 = {+mar_intro_scene_2_end} sr_idle@scene_2_end

[sr_idle@scene_2_end]
on_info = {+lebd2dead} sr_idle@fin %+mar_intro_scene_2_end =enable_ui%
on_info2 = {+mar_intro_scene_2_cameff_end} sr_idle@scene_3_barman_wait_1 %=enable_ui =add_er_text(finer)% 
; =give_inited_task(storyline:mar_story_talk_with_barman:csky)%


[sr_idle@test]
;on_info = sr_idle@scene_3_barman_wait_1 %=stop_cam_effector(1) =stop_cam_effector(2) =stop_cam_effector(3) =stop_cam_effector(4) =update_weather(true) =enable_ui =give_inited_task(storyline:mar_story_talk_with_barman:csky)%

[sr_idle@scene_3_barman_wait_1]
;on_timer = 4000| %=run_postprocess(mar_fade) =add_er_text(finer)% sr_idle@fin
on_timer = 4000| %=run_cam_effector_global_er(1)% sr_idle@fin


[sr_idle@fin]
on_timer = 21000| %=run_postprocess(mar_fade) =del_er_text()% sr_idle@fin2

[sr_idle@fin2]
on_info = nil %=game_over%