"S2L0_cut_scene_1.sce"
{
	FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

	INT dialog_recno 

	INT jean_recno
	INT joan_recno
	INT orlean_recno
	INT lahire_recno

	init
	{
		joan_recno = FUNC("search_unit_by_name", "Joanna d'Arc") 
		jean_recno = FUNC("search_unit_by_name", "Jean De Metz") 
		orlean_recno = FUNC("search_unit_by_name", "Bastard z Orleanu") 
		lahire_recno = FUNC("search_unit_by_name", "La Hire") 
	}


	FUNC("switch_unit_model", joan_recno, 1)
	WAIT { DIALOG("add_dialog", joan_recno, "[0001M]Hey, Should we attack now?") }
	WAIT { DIALOG("add_dialog", lahire_recno, "[0002N]Sure!!!") }
	WAIT { DIALOG("add_dialog", jean_recno, "[0003N]Wait! Let's attack before the morning") }
	WAIT { DIALOG("add_dialog", orlean_recno, "[0004N]Oh, It's a great idea!!") }
	WAIT { DIALOG("add_dialog", joan_recno, "[0005N]OK. Go!") }
	DIALOG("del_all_dialog") 
	FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
	FUNC("display_title_screen", "", 4000, 1000, 500)	// to cover the scene first!
	WAIT{ FUNC("pause_script", 1000) }	// wait for the cover of the scene
	FUNC("switch_unit_model", joan_recno, 0)
	FUNC("change_scenario_step", 2) 

//	ID 999 
//	{
//		exit
//	}
//
	// move joan
//	FUNC("set_unit_can_process_in_cut_scene", joan_recno, 1)
//	FUNC("set_unit_can_process_in_cut_scene", unit_recno, 1)
//	WAIT { ACTION("give_order" , joan_recno, "MOVE_TO_TARGET" , 2 , 0 , 8191, 9004, 224, 0, 600000) } 
//	// talk!!!
//	WAIT { DIALOG("add_dialog", joan_recno, "[0001N]Jean!") }
//	WAIT { DIALOG("add_dialog", jean_recno, "[0001N]Joan! bala....bala....") }
//	WAIT { dialog_recno = DIALOG("add_choice_dialog", joan_recno, "[0003M]You can choose:",
//				"[0004N]Play WW", 1,
//				"[0005N]Play Joan of Arc", 1,
//				"[0006N]Exit", 1) }
//	DIALOG("del_all_dialog") 
	
//	WAIT { ACTION("give_order" , joan_recno, "MOVE_TO_TARGET" , 2 , 0 , 8896, 9088, 231, 0, 600000) } 
//
//	FUNC("set_unit_dir", joan_recno, 270) 
//	FUNC("set_formation_pos", joan_recno, 8896.0, 9088.0, 231.0, 270.0)

//	if( joan_recno ) // set a track for her
//	{
//		FUNC("set_unit_track", joan_recno, "joan_path") 
//		FUNC("set_unit_can_process_in_cut_scene", joan_recno, 1)
//
//	}




}
