[logic]
active = sr_idle@check_surge_end

[sr_idle@check_surge_end]
on_info = {+pri_a28_colonel_to_center_3_sound_end} sr_idle@timer_befor_cutscene

[sr_idle@timer_befor_cutscene]
on_game_timer = 10 | sr_idle@cutscene_actor_spawn %=disable_ui =run_postprocess(fade_in_out)%

[sr_idle@cutscene_actor_spawn]
on_game_timer = 25 | sr_cutscene %=create_cutscene_actor_with_weapon(pri_a28_cutscene_actor_base:pri_a16_pri_b305_kovalskiy_walk)%

[sr_cutscene]
global_cameffect = true
point = pri_a28_actor_walk
look = pri_a28_actor_look
cam_effector = scenario_cam\pripyat\pri_a28_ssu_communication_camera
on_info = {+pri_a28_ssu_to_actor_5_sound_end} %=stop_sr_cutscene%
on_signal = cameff_end | sr_idle@after_1

[sr_idle@after_1]
on_game_timer = 10 | {-pri_a28_destroy_base_cutscene_actor} %+pri_a28_destroy_base_cutscene_actor%
on_info = {+pri_a28_destroy_base_cutscene_actor_done} sr_idle@after_2 %=teleport_actor(pri_a28_cutscene_actor_base_walk:pri_a28_cutscene_actor_base_look)%

[sr_idle@after_2]
on_game_timer = 10 | sr_idle@save %=stop_postprocess(2021) =enable_ui +pri_a28_base_movie_done%

[sr_idle@save]
on_info = {-pri_a28_talked_with_ssu} %+pri_a28_talked_with_ssu =scenario_autosave(st_save_pri_a28_talked_with_ssu)%
on_info2 = {+pri_a28_talked_with_ssu} sr_idle@nil

[sr_idle@nil]
