// This drops too many enemies when the passage is blocked
IfTimeOut
  tmpargument = 20
  SetTime

  tmpargument = passage
  SetTargetToWhoeverIsInPassage
    // The drop sound
    tmpargument = 0
    PlaySound

    // Spawn the characters
    GetContent                 // The specific model slot

    // Character 1
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 800
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 2
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 850
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 3
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 900
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 4
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 950
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 5
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1000
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 6
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1050
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 7
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1100
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 8
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1150
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 9
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1200
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 10
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1250
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 11
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1300
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 12
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1350
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 13
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1400
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 14
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1450
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 15
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1500
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 16
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1550
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 17
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1600
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 18
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1650
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 19
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1700
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Character 20
    tmpx = rand & 511 - 256 + selfx
    tmpy = rand & 511 - 256 + selfy
    tmpdistance = 1750
    tmpturn = rand
    SpawnExactCharacterXYZ

    // Don't hang around
    GoPoof

End					// All done
