[logic]
active = sr_idle@sound
[sr_idle@sound]
on_info  = {=actor_in_zone(labx3_a9_horor_1_sr) -labx3_a9_horor_sr_play} %+labx3_a9_horor_sr_play =play_sound_actor(horor_3)%
on_info2 = {+labx3_a9_horor_sr_play} sr_idle@spawn %=spawn_corpse(labx3_a9_monol_1:labx3_a9_monol_1_spawm)%

[sr_idle@spawn]
on_info = sr_idle@spawn_1 %=create_squad(labx3_a9_polter_1_squad:labx3_a9) =spawn_corpse(labx3_a9_monol_2:labx3_a9_monol_2_spawm)%

[sr_idle@spawn_1]
on_info = sr_idle@spawn_corpse_1 %=create_squad(labx3_a9_polter_2_squad:labx3_a9) =spawn_corpse(labx3_a9_monol_3:labx3_a9_monol_3_spawm)%

[sr_idle@spawn_corpse_1]
on_info = sr_idle@spawn_corpse_2 %=spawn_corpse(labx3_a9_monol_4:labx3_a9_monol_4_spawm) =spawn_corpse(labx3_a9_svob_1:labx3_a9_svob_1_spawm)%

[sr_idle@spawn_corpse_2]
on_info = sr_idle@check_restr %=spawn_corpse(labx3_a9_svob_2:labx3_a9_svob_2_spawm) =spawn_corpse(labx3_a9_svob_3:labx3_a9_svob_3_spawm)%

[sr_idle@check_restr]
on_info = {=actor_in_zone(labx3_labx4_flash_sr) =actor_has_item(labx3_labx4_code_flash)} sr_idle@nil %+actor_has_laba_x3_laba_x4_code_flash%

[sr_idle@nil]
