[logic]
active = sr_idle@wait

[sr_idle@wait]
on_info = {=actor_in_zone(labx7_sr_contra_sound)} sr_idle@wait_again %+actor_in_zone_labx7_sr_contra_sound =play_sound(controller_growl)%

[sr_idle@wait_again]
on_info = {=actor_in_zone(labx7_sr_contra)} sr_idle@wait_final %=play_sound(zat_b42_controller_warning_1)%

[sr_idle@wait_final]
on_info  = {=actor_in_zone(labx7_sr_contra_1)} sr_idle@wait_contr %=play_sound(zat_b42_controller_warning_2) +actor_in_zone_labx7_sr_contra_1%
on_info2 = {+actor_has_labx7_labx1_code_flash} sr_idle@wait_tele_1 %=create_squad(labx7_a4_polter_squad:labx7_a4)%

[sr_idle@wait_contr]
on_signal = sound_end | sr_idle@wait_tele %=create_squad(labx7_a3_control_2_squad:labx7_a3)%

[sr_idle@wait_tele]
on_info = {+actor_has_labx7_labx1_code_flash} sr_idle@wait_tele_1 %=create_squad(labx7_a4_polter_squad:labx7_a4)%

[sr_idle@wait_tele_1]
on_game_timer = 20 | sr_idle@wait_monolith %=create_squad(labx7_a4_polter_1_squad:labx7_a4)%

[sr_idle@wait_monolith]
on_info = {+actor_has_seif_guard_code_flash} sr_idle@nil %=play_sound_labx8_door_start =create_squad(labx7_a5_monolith_3_squad:labx7_a5)%

[sr_idle@nil]
