[dont_spawn_character_supplies]

[logic]
active = remark@scene_1_talk_2_wait

[remark@scene_1_talk_2_wait]
danger = danger_condition
anim = mar_intro_1_lebedev
on_info = {+mar_intro_scene_1_talked_1} remark@scene_1_talk_2_timer
meet = no_meet

[remark@scene_1_talk_2_timer]
danger = danger_condition
anim = mar_intro_1_lebedev
on_timer = 14000 | remark@scene_1_talk_4_wait %=play_sound(mar_intro_scene_1_lebedev_2:csky:mar_csky_commander_name) +mar_intro_scene_1_talked_2%
;2nd iteration
on_info = {+mar_intro_scene_1_talked_2} remark@scene_1_talk_4_wait
meet = no_meet

[remark@scene_1_talk_4_wait]
danger = danger_condition
anim = mar_intro_1_lebedev
on_info = {+mar_intro_scene_1_talked_3} remark@scene_1_talk_4_timer
meet = no_meet

[remark@scene_1_talk_4_timer]
danger = danger_condition
anim = mar_intro_1_lebedev
on_timer = 6000 | remark@scene_1_end %=play_sound(mar_intro_scene_1_lebedev_4:csky:mar_csky_commander_name)%
;lvl
on_info = {+mar_lvl_sim} remark@scene_1_end
meet = no_meet

[remark@scene_1_end]
danger = danger_condition
anim = mar_intro_1_lebedev
on_info = {+mar_intro_scene_1_end} nil %=destroy_object%
meet = no_meet


[danger_condition]
ignore_distance_corpse = 0
ignore_distance_hit = 0
ignore_distance_grenade = 0
ignore_distance_sound = 0