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Text File | 1995-02-27 | 54.4 KB | 1,290 lines |
- { Var
-
- _TimeTest = 0 // Has the machine speed test been run?
-
- // ***SKIP SHAPE DEFAULTS***
- _BAR_FRAME = 0
-
- // Set when a user hits a key to interrupt something.
- _UserInterrupt = 0
-
- // TITLE sequence variables
- _titl_frame = 0
-
- // Cryogenics chamber variables
- _no_more_pouring = 0 // kill variable for pour_loop
- _IRI_FRAME = 1
- _IR2_FRAME = 1
- _IRS_FRAME = 0
- _IRZ_FRAME = 1
- _POU_FRAME = 0
- _frz_frame = 0
- _NZL_FRAME = 1
- _WARP_FRAME = 1 // Platform warp door
- _Bx1_Space = _POSITIVE
- _ld1_SPACE = _NEUTRAL // Cryo_Room door that gets blasted off
- _ld2_SPACE = _NEUTRAL // Cryo_Room door that gets blasted off
- _ld3_SPACE = _NEUTRAL // Cryo_Room door that gets blasted off
- _qpit1_SPACE = _NEUTRAL // The cryo hatch
- _qpit2_SPACE = _NEUTRAL // The cryo hatch
- _qpit3_SPACE = _NEUTRAL // The cryo hatch
- _qpit4_SPACE = _NEUTRAL // The cryo hatch
- _qpit5_SPACE = _NEUTRAL // The cryo hatch
-
- _lp8_space = _NEUTRAL // Phantom pillar in Tomb Room
-
- _qhole01_SPACE = _POSITIVE // Glass pane in final battle room
- _qhole02_SPACE = _POSITIVE // Glass pane in final battle room
- _qhole_trigger = 0 // Trigger the pane to fall
- _pltdoor_SPACE = _POSITIVE // Door in final battle room
- _gls1_frame = 0 // Glass animation
- _gls2_frame = 0 // Glass animation
- _btl3_frame = 0 // Cam3 ani
-
- _cryo_warning = _INVALID_PROCESS_ID // warning process
- _ever_poured = 0 // has cryo ever been turned on?
-
- // The cell-block area on CHAOS
- _pn3_frame = 0 // spark behind cell-block panel
- _pn2_frame = 0 // spark behind cell-block panel
- _burn_frame = 0 // burn marks around panel
- _xplo_frame = 0 // explosion art of cell-block panel
- _DR6_FRAME = 1 // Door from Guard room to hallway
- _read_danes_log = 0 // set to _TRUE once Dane's logbook has been read
- _read_caynans_log = 0 // set to _TRUE once Caynan's logbook has been read
- _caynan_lost_arm = 0 // set to _TRUE once Caynan has lost his arm
- _ce3_modifyvar_handle = 0 // this is the handle for a @ModifyVarEveryNth() in CE3_LOAD
- _got_log_about_bars = 0 // set to _TRUE once we've had the log entry about the force bars added to our log
- _played_flute = 0 // Counts when flute is played, used to trigger log entry
-
- // Unknown usage for these variables.
- _DR5_FRAME = 1
- _DR7_FRAME = 1
- _WR7_FRAME = 0 // skip shape for door depths
- _DR1_FRAME = 1
- _DOO_FRAME = 1
- _DR3_FRAME = 1
- _DR2_FRAME = 1
- _DRK_Frame = 1 // Skip shape for dark cell2
- _mon_frame = 0 // Tanks monster art and platform monitor
- _mnt_frame = 0 // The other monster skip shape
-
- // This is used to stop Lex from doing silly things while he
- // endures a dramatic moment. Just set it to one, and then
- // back to zero when things are normal again. -KLD
- _Drama = 0
- _Suppress_Quakes = 0 // set to 1 if we want to supress earthquakes, like when a monitor is about to be run
-
- _IntroProcess = _INVALID_PROCESS_ID
-
- // Control level skipshape variables
- _DR4_frame = 1 // Door to control area
- _elev_frame = 0 // the elevator from the garage to the control level
- _eleb_frame = 0 //
- // Control Corridor Scene Variables
- _Hard_Suit_Mach_Used = 0 // HardSuit machine used?
- _Suit_Machine_In_Use = 0
-
- _OKtoUse = 1 // COntrol Airlock door in use
- // Operating Room variables
-
- _Mastaba_Set_Scene = 0 // Mastaba set scene
- _Operate_Done = 0 // Operating room set scene is done
- _mastaba_override = 0 // allows PFD to fire despite other guns
- _arm_frame = 1 // Dane's arm movements
- _hed_frame = 0 // Dane's head movements
- _ded_frame = 0 // Dane is dead
- _Dane_Alive = 1 // 1 is Dane is alive; 0 if dead
- _opra_frame = 0 // runs the Dane flic animation
- _Dane_Asks_Death = _FALSE // Set _TRUE after Dane has conversation
- _Dane_interrupt = _FALSE // Prevents code being called over itself
- _btt_frame = 0 // Dane's death by battery frames
- _baa_frame = 0 // Dane's death by battery anim
-
- // Control Room Variables
- _Use_Hardsuit_Machine = 1 // Allow player to use hardsuit machine
- _waiting_to_leave_elv = 0 // for the machine shop auto-activation of the elevator
- // Control Hangar Variables
- _Battery_In_Bike = 1 // Battery is in the "bike" (0=empty,1=alien battery,2=mondite battery)
- _did_bike_journal = 0 // Set to TRUE when LEX reads journal about bike
- _did_ring_glyphs = 0 // Set to TRUE when LEX reads hieroglyphs about gravity ring
- _Can_frame = 0 // Canopy opening
- _Bat_frame = 0 // Bike battery panel animation; panel is open
- _Bat0_frame = 0 // cycling animation of empty storage cell for battery in bike
- _BatR_frame = 0 // a mondite battery is in storage cell of bike
- _BatB_frame = 0 // cycling animation of alien battery in storage cell of bike
- _Exp_Frame = 0 // Bike taking off
- _Exp2_Frame = 0 // Bike taking off
- _sip_space = _POSITIVE // The bike itself (has to be set to false to get the player to sit in it)
- _Seen_Mach_Shop = _FALSE // set to TRUE once the player has seen the machine shop
-
- //=============================
- // Tower Scene Variables
- //=============================
- _GN1_FRAME = 1
- _GN2_FRAME = 1
- _LND1_FRAME = 0
- _LND2_FRAME = 0
- _GUN_FRAME = 1 // TOWER: the gun you aim at the dropship, LEDGE: the gun of the dropship firing at us
- _Lase_Frame = 0
- _HIT_FRAME = 0
- _CRS_FRAME = 0
- _RISE_FRAME = 0
- _Missile_Coming = 0
-
- _DR0_FRAME = 1 // Tower elevator door pics
-
- _IncomingProcess = -1 // The incoming ship manager
- _Lander_Stage = 0
- _LexAtGun = 0
- _FirstLanderAlive = 1
- _SecondLanderAlive = 1
- _InCutScene = 0
- _Swiveling = 0
- _GunActive = 0
- _RolandOnKnees = 0
- _RolandBusy = 0
- _Roland_Alive = 1 // Roland Start the game alive
- _Roland_Log = 0 // Roland alive log flag
- _LeftSide = 1 // Roland is cowering on the leftside
- // of the gun
- _Yap = _INVALID_PROCESS_ID
- _HeardMastabaSurSpeech = 0 // Flag for Mastaba's elevator speech after
- // you kill both ships
- _Mastaba_Elev_Speech = 0 // flag that checks if Mastaba is in his elevator speech
- _Tower_Y = 0
-
- _DOR_FRAME = 1
- _FRE_FRAME = 0
- _RTR_FRAME = 0
- _DSK_FRAME = 30
- _BR3_FRAME = 0
- _BR1_FRAME = 1
- _BR2_FRAME = 1
- _BR4_FRAME = 1
- _LV2_FRAME = 1
- _LV3_FRAME = 1
- _lv4_frame = 1
- _lv5_frame = 1
- _LD1_FRAME = 1 // Freezer lid
- _pn1_frame = 1
- _do1_frame = 1
- _ld3_frame = 0
- _shd_frame = 0 // 34
- _ld2_frame = 1
-
- _dk1_frame = 0
- _dk3_frame = 0
- _dp1_frame = 0
- _dp2_frame = 0
- _gol_frame = 1
- _win_frame = 1
- _dr8_frame = 1
- _wall_frame = 0
- _sng1_frame = 0
- _sng2_frame = 0
- _TUB_frame = 1
- _mec_frame = 1
- _flr_frame = 1
- _grd_frame = 1
- _for_frame = 1
- _aft_frame = 1
- _lht_frame = 2
- _wat_frame = 1
- _tnkd_frame = 0 // TankDeth water
- _q5a_frame = 0 // Bubbles
- _q4b_frame = 0 // Bubbles
- _q9c_frame = 0 // Bubbles
- _dr9_frame = 1 // Landpad elevator door (inside)
- _dra_frame = 1 // Landpad airlock from hall (inside)
- _drb_frame = 1 // Landpad airlock to outside (inside)
- _door_frame = 1 // Landpad airlock to outside (pad6)
- _butn_frame = 1 // Anim for Klaxon button
- _drw__frame = 1 // Anim for warp field in snake corridor
-
- // beach variables
- _LastLoc = 0 // Var to determine whether Lex is in the Beach or the Landpad level
- _bchr_frame = 0 // Anim of the acid lake rippling
- _bchz_frame = 0
- _xbm_frame = 0 // For anim of explosion in tunnel near landpad
- _btn1_frame = 0 // Frame 0 = normal, frame 1 = blasted
- _btn2_frame = 0 // Frame 0 = normal, frame 1 = blasted
- _msl_frame = 1 // Shows the missile out of its tube.
- _spl_frame = 0 // The Splash that Fluffy causes
- _mlt_frame = 1 // Blinking lite on missle
- _bub_frame = 0 // Beach acid bubbles
-
- _Fluffy_Space = _NEUTRAL // Extent box for dead fluffy
-
- // Blast Tunnel Variables
- _BLN_FRAME = 1 // Variable for blst tunnel animations
- _fnt_frame = 0 // Suit machine front
- _bak_frame = 0 // Suit machine back
-
- // Tube Room variables
- _TubesOpen = 0 // flags indicating open tubes
- _TN1_frame = 0 // tube activation frames....
- _TN2_frame = 0
- _TN3_frame = 0
- _TN4_frame = 0
- _TN5_frame = 0
- _TN6_frame = 0
- _TN7_frame = 0
- _TN8_frame = 0
- _MN1_frame = 0
- _MN2_frame = 0
- _T1b_frame = 0 // tube activation frames....
- _T2b_frame = 0 // Part 2
- _T3b_frame = 0
- _T4b_frame = 0
- _T5b_frame = 0
- _T6b_frame = 0
- _T7b_frame = 0
- _T8b_frame = 0
- _fmo_frame = 1 // Skip shape to set the depth of
- // the closed tube control monitor
- // correctly
-
- _tube_mon_failure = 0 // keeps track of failures
-
- // Tube room flickering lights
- _LIT_FRAME = 0
- _lik_frame = 0
-
- // Tubes variables
- _GLO_FRAME = 0
-
- // Pillar base (5 sections) space
- // set to NEUTRAL when Lex walk around to monitor opening during use
- _MON01_SPACE = _POSITIVE
- _MON02_SPACE = _POSITIVE
- _MON03_SPACE = _POSITIVE
- _MON04_SPACE = _POSITIVE
- _MON05_SPACE = _POSITIVE
-
- // Digsite variables
- _keyglow = 0 // Handle for keyglow process
- _off_frame = 0 // Anim of Tomb forcefield fading
- _enrg_frame = 1 // CloseUp anim of tomb forcefield
- _key_frame = 1 // CloseUp anim of tomb key w/out forcefield
- _lid_space = _NEUTRAL // Ripped-off tomb door
- _opening_tomb = 0 // Is lex opening the tomb?
- _crak_frame = 0 // Anim of glow thru the tomb's cracks
- _back_frame = 1 // Tomb lid is shut
- _open_frame = 1 // Tomb lid is shut
- _opn2_Frame = 0 // tomb llid is half open
- _glow_frame = 0 // Tomb's force field is off
- _gunm_frame = 4
- _mch1_frame = 1
- _mch2_frame = 1
- _rcks_frame = 1 // Rocks busting out in Tomb Room
- _escher_dead = 0 // set to _TRUE(1) once Escher disappears (no death)
- _know_escher = _FALSE // Set when LEX knows who Escher is
- _escher_healed = 0 // set to _TRUE if Escher is healed
- _escher_spoke_1 = 0 // set to _TRUE when Escher speaks to Lex
- _escher_spoke_2 = 0 // set to _TRUE when she gives her last message
- _esc_frame = 1 // Eschers headless body (head is 3d) Turn to 0 when gone
- _escher_interrupt = 0 // set to _TRUE when not supposed to interrupt
- _escher_process = 0 // set to handle of escher_talk
- _stop_escher_process = _FALSE // set to _TRUE to end talk process cleanly
- _escher_process_2 = 0 // set to handle of escher_whine
- _escher_dont_whine = _FALSE // set to true when you want her to not interrupt
- _escher_moaning = 0 // process handle for Escher_moans
-
- _sdam_frame = 0 // Damaged suit machine
- _lmp_frame = 1 // lamp in dgs3 2nd frame is damaged one
- _lmp2_frame = 1
- _Hardsuit_Mach_Damaged = 0
- _hole_frame = 1 // blinkie at digsite tube
- _blinkie_process = 0 // is blinkie process being run?
- _tube_frame = 0 // tube tunnel is off at start
- _tub2_frame = 0 // other half of digtube (for sorting)
-
- // Dust that falls from Lex's starting cell
- _Eq1_frame = 0
- _Eq2_frame = 0
- _Eq3_frame = 0
- _Eq4_frame = 0
- _big_quake_running = 0 // used by Level1Tremors to know when to start the quake motion
-
- // The medical indicator on the wall of Lex's cell
- _Med_Frame = 0
-
- // the landing pad
- _plr_frame = 0 // the blinking lights in the foreground
- _arow_frame = 0 // the big arrows pointing to the spot to land
- _fire_frame = 0 // the flaming husk of airmecho
- _hfr2_frame = 0 // fire flickering on walls
- _hfr3_frame = 0 // the dark hallway with the elevator doors opening and closing
- _hall_frame = 0 // fire flickering on walls
- _mech_frame = 0 // mecho burning in hallway
- _mecs_frame = 0 // Small fire (depth related)
- _arl2_frame = 0 // mecho burning and hallway flickering from airlock
- _elv3_frame = 0 // the animation for the laser bolts ripping through the elevator door
-
- // the ledge
- _blst_frame = 0 // the exhaust of the ship preparing for takeoff
- _ship_frame = 0 // the ship (0 or 1)
- //_gun_frame = 0 // the gun of the ship firing at us - defined already for the tower scene
- _lift_frame = 0 // the ship takes off
-
- // Grav Ring
- _rk0_frame = 0
- _rk1_frame = 0
- _rk2_frame = 0
- _rk3_frame = 0
- _rk4_frame = 0
- _rk5_frame = 0
- _no_more_asteroids = _INVALID_PROCESS_ID
- _stb_frame = 0 //Wall strobes
- _pz1_frame = 15
- _pz2_frame = 1
- _pz3_frame = 13
- _pz4_frame = 15
- _pz5_frame = 1
- _pz6_frame = 11
- _tg1_frame = 0 // Triangle button for grav ring pz6
- _tg2_frame = 0 // Triangle button for grav ring pz5
- _tg3_frame = 0 // Triangle button for grav ring pz4
- _tg4_frame = 0 // Triangle button for grav ring pz3
- _tg5_frame = 0 // Triangle button for grav ring pz2
- _tg6_frame = 0 // Triangle button for grav ring pz1
- _acid_frame = 0 // Acid lake opening
-
- // Dropship Missles
- _Dropship_Missles = 14 // 01110 - #4 always unavailable
- // Frame of the missile showing it
- // out of the pod
- _MIS_FRAME = 0 // missle launch/fire
- _BOM_FRAME = 0 // missle Boom! Explosion
- _DAM_FRAME = 0 // missle damage
- _OK_ToFire = 1 // Is it OK to fire a missile?
-
-
-
- //-----------------------
- //-----------------------
- // Platform variables
- //-----------------------
- //-----------------------
-
- _plt0_frame = 0 // Frame control for plt0 camera
- _emn_frame = 0 // Frame control for elite alien monitor
- _lite_frame = 0 // Frame control for city sun anim
- _bll_frame = 0 // Frame control for floating ball
- _shpa_frame = 0 // Frame control for arriving ship
- _shpb_frame = 46 // Frame control for departing ship
- _ship_animation_process = 0 // Used to keep track of process
-
- _gave_alien_battery = 0 // TRUE after alien gives battery
- _notice_alien_drop = 0 // TRUE if Lex kills alien before getting battery
- _need_new_battery = 0 // Set if player tries to charge bike with low battery
-
- // ***SOLIDITY DEFAULTS***
- _dr1_SPACE = _NEGATIVE // Chaos Cell #1 bars space
- _dr2_SPACE = _NEGATIVE // Chaos Cell #2 bars space
- _dr3_SPACE = _NEGATIVE // Chaos Cell #3 bars space
- _dr4_SPACE = _NEGATIVE // Chaos Cell #4 bars space
- _dr5_SPACE = _POSITIVE // Cell block to guard room
- _dr6_SPACE = _POSITIVE // Guard room to hallway door
- _dr7_SPACE = _POSITIVE // Front elevator door
- _dr9_SPACE = _POSITIVE // Back elevator door
- _dr11_SPACE = _POSITIVE // Door b/w airlock & hallway (control)
- _dr12_SPACE = _POSITIVE // Door b/w airlock & reactor
- _dr13_SPACE = _POSITIVE // operate room door (control)
- _dr14_SPACE = _POSITIVE // Control Room doors (Control)
- _dr18_SPACE = _POSITIVE // Airlock/Airhall door (Landpad)
- _lexstuk_SPACE = _NEUTRAL // Space that HFR6 can't see, set to solid when fighting airmecho
- _wk1_SPACE = _NEUTRAL // Reactor room light bridge
- _paddr_SPACE = _POSITIVE // Landpad airlock to pad
- _drog_SPACE = _NEGATIVE // area where drogg leaps from
- _opn_SPACE = _NEGATIVE // area where drogg leaps thru?
- _lndtnk1_SPACE = _POSITIVE
- _lnddr2_space = _NEUTRAL // the doors inside the crashed dropship leading to the missile monitor
- _FS1_SPACE = _NEUTRAL // Tanks monster extents
- //_wk2_space = _POSITIVE // Tank platform
- //_wka_space = _POSITIVE // Tank walkway
- _FS2_SPACE = _NEUTRAL
- _FS3_SPACE = _NEUTRAL
- _fl2_SPACE = _POSITIVE // control room elevator
- _sft_SPACE = _POSITIVE // control room elevator
- _mecho_space = _NEUTRAL // landing pad hallway, airmecho's burning husk
- _Blt_Space = _POSITIVE // Blast door full
- _blt1_Space = _NEUTRAL // First quarter of blown blast doors
- _blt2_space = _NEUTRAL // Second quarter of blown blast doors
- _blt3_space = _NEUTRAL // Third quarter of blown blast doors
- _blt4_space = _NEUTRAL // Forth quarter of blown blast doors
- _blt5_space = _NEUTRAL // FIfth part of blown blast doors
- _cliff04_space = _NEUTRAL // Extent next to the ledge (above the acid lake)
- _cliff05_space = _NEUTRAL // Extent next to the blast door tunnel exit (on the ledge)
- _jetson1_space = _POSITIVE // Upper jetson tube door
- _Jetson2_space = _POSITIVE // Lower Jetson Tube door
-
-
- // ***GAME STATE VARIABLES***
-
- // All Levels
- _ReflectBattDrain_Hand = 0 // Handle for the process "ReflectBattDrain"
-
- // Beach
- _ZipTripping = 0 // Is Lex zip-tripping?
- _BlowLexAway = 0 // Handle for process that knocks Lex off of ledge after being blasted
- _KnockLexDown_Handle = 0 // Handle for process that knocks Lex down from the warhead blast
-
- _Tripped_Timer = 0 // Has Lex tripped the warhead timer trigger box?
- _Warhead_Status = 0 // What are the conditions in which the warhead monitor is called
- _WTdigit1 = 0 // 1st digit of warhead timer display
- _WTdigit2 = 0 // 2nd digit of warhead timer display
- _WTdigit3 = 0 // 3rd digit of warhead timer display
- _WTdigit4 = 0 // 4th digit of warhead timer display
-
- _Warhead_Mon_Handle = 0 // Handle for the realtime process "Warhead_Mon"
- _Warhead_Timer_Handle = 0 // Handle for realtime process "Warhead_Timer"
- _Hundredths = 0 // Handle for realtime process "Hundredths"
- _Warhead_Timer = 900 // The realtime timer for the warhead
- _bomb_volume = 100 // Controls the loudness of the "soft beep"
-
- _Static_Handle = 0 // Handle for a process that fills the
- // dropship monitor with white noise (static)
- _KillFluffy_Handle = 0 // Handle for process of same name
- _Fluffy_SFX1 = 0 // Handle for process of same name
- _Fluffy_SFX2 = 0 // Handle for process of same name
- _Fluffy_SFX3 = 0 // Handle for process of same name
- _Fluffy_Dead = 0 // Is Fluffy alive or dead?
- _FluffyRisen = 0 // Has Fluffy risen out of the acid?
- _FluffyLooksUp = 0 // Handle for process of same name
- _FluffyGoBack_Hand = 0 // Handle for process "FluffyGoBack"
- _MissileGoBoom = 0 // Handle for the MissileGoBoom process
- _PlatformBurning = 0 // Is the platform burning?
- _Fluffy_Process = 0 // Process handle for Fluffy sfx
-
- _LexBchLoc = 0 // Used for the Beachbots AI
- _BchBot1_Alive = 1 // Beach robot 1
- _BchBot2_Alive = 1 // Beach robot 2
- _BchBot3_Alive = 1 // Beach robot 3
-
- _Demo = 0
-
- // Cryo Room
- _LEX_IS_CLIMBING = 0
- _CRYO_DOOR_GONE = 0
- _IRIS_OPN = 0
- _CRYO_POUR = 0
- _IRIS_MOVING = 0
- _QUIT_POUR = 0
- _LADDER = 1
-
- _lyd_frame = 1
- _DR2_STATE = 0
- _DR5_STATE = 0
- _DR4_STATE = 0 // Door way to control room
- _DR8_state = 0
- _DRA_state = 0 // Landpad airlock
- _DRB_state = 0 // Landpad airlock to pad
-
- _ZAP_INTERRUPT = 0
- _ZAP_COMBAT = _FALSE // controls whether to resume combatmode
- _ONEARM_LOADED = 0 // 50
- _MECH_LOADED = 0
- _RTR_SHUTDN = 0
- _RTR_STATE = 1
- _BRDG_ON = 0
- _RTR_OFF = 0
-
- _LAST_TURN = 0
- _STOP_RTR_ANIM = 0
- _LT_LEV = 0
- _RT_LEV = 0
-
- // Chaos cell-block variables
- _Deny_State = 0 // Used for the "DenyAccess" process in Chaosmon.scr
- _LexRevived = 0 // Has Lex revived from being drugged?
- _BOT_BLOWN = 0
- _CEL1_OFF = 0
- _CEL2_OFF = 0
- _CEL3_OFF = 0
- _CEL4_OFF = 0
- _BARS1_ON = 1
- _BARS2_ON = 1
- _BARS3_ON = 1
- _BARS4_ON = 0
- _CellOneProcess = _INVALID_PROCESS_ID
- _CellThreeProcess = _INVALID_PROCESS_ID
- _CellFourProcess = _INVALID_PROCESS_ID
- _short_drip = 0
- _Use_Bot_Blown = 0
- _Medical_Speed = 10
-
- _current_level = 2
- _cycle4 = 0
- _cls_arlk_tripped = 0
- _cls_airl_tripped = 0
- _entering = 0
- _leaving = 0
- _opn_arlk_tripped = 0
- _in_rtr_tripped = 0
- _arlk_out_tripped = 0
- _opn_airl_tripped = 0
- _in_pad_tripped = 0
- _airl_out_tripped = 0
- _ZegCounter = 0
- _CtrRmElv = 1
- _TEMP = 0
- _TEMP1 = 0
- _TEMP2 = 0
- _TEMP3 = 0
- _TEMP4 = 0
- _TEMP5 = 0
- _landpad = 0
- _from_tanks = 0
- _beach = 0
- _digsite = 0
- _tunroom = 0
- _Winds_of_Change = 0 // flag for changing wind sfx in tower
- _exit_monitor = 0
- _RexFallsNow = 0
- _BeenThere = 0
- _WaterPour = 0 // 78 // cryo fluid
- _FightSFX = 0 // Fido/Scorp fight
- _LightInterval = 10
- _Fido_and_Scorp_are_DEAD = 0
- _Heard_tank_monster = 0
- _Goner_Tripped = 0 // Flag for tank scene
- _safe = 0 // It is safe to transport lex 'tween tanks
- _cel_door_state = 0 // cel<->guard door: 0=closed, 1=open
- _celpan_state = 2 // 1,2,3,4,5 (1 = reset,5=finished)
- _celpan_start = 0
- _celpan_open = 0
- _celpan_flag = 0
- _celpan_loc = 0
- _celpan_cur_ptr = 0
- _celpan_seq_ptr = 0
- _celpan_entering = 0
- _celpan_newloc = 0
- _celpan_goal = 0 // 88
- _celpan_failures = 0 // a running total of the number of
- // times Lex has tried this puzzle
-
- // door variables
- _elevator_door_in_op = 0 // if 1, then door is currently being opened or closed
- _Elevator_moving = 0 // Is the elevator in motion?
- _hand_door_in_op = 0 // if 1, then door is currently being opened or closed
- _operate_door_in_op = 0
- _control_door_in_op = 0
- _airlock_door_in_op = 0
- _airlock_door2_in_op = 0
- _MONITOR_CAMERA = 0
- _lex_standing = 1
- _bar_tick = 0
- _elev_inacc_level = 0
-
- _message = 0 // speech flag for Mastaba's "random" radio messages
- _Mastaba_Message_One = 0 // controls radio trigger box
- _Mastaba_Message_Two = 0 // controls radio trigger box
- _Mastaba_Message_Three = 0 // controls radio trigger box
- _Mastaba_Message_Four = 0 // controls radio trigger box
- _Mastaba_Message_Five = 0 // controls radio trigger box
- _Mastaba_Message_Six = 0 // controls radio trigger box
-
- _mastaba_Random = 0 // process handle for _Random_Mastaba_speech
- _mastaba_threatened = _FALSE // set when Mastaba threatens Escher on radio
-
- _elevator_vox_secure = 0 // speech for weapon-discharge speech
-
- _BeenInTanks = 0 // Used for positioning HalMecho
- _HalMecho_Speech_Num = 0 // Used in switch statement of mecho speech
- _CheckLexDeath_Hand = 0 // Handle for "CheckLexDeath" process
- _HalMecho_state = 0 // the AI state of the hallway mecho
- _HalMecho_speech = 0 // the current speech of the hallway mecho
- _HalMecho_Speeches = 0 // Block of speeches; used a handle.
- _HalMecho_Alive = 1 // 1 = alive ; 0 = dead
- _Retaliate = 0 // Handle for HalMecho's "Retaliate" Process
-
- _brendan_var1 = 0 // stupid vars for Brendan to play with
- _brendan_var2 = 0
- _brendan_var3 = 0
- _gosub = 0
-
- _Grav_Solved = 0 // Flag for the grav ring puzzle
- _Rock0 = 0 // handle for rock process
- _Rock1 = 0 // handle for rock process
- _Rock2 = 0 // handle for rock process
- _Rock3 = 0 // handle for rock process
- _Rock4 = 0 // handle for rock process
- _Rock5 = 0 // handle for rock process
-
- _mch1_process = 0 // handle for hardsuit process
- _mch2_process = 0 // handle for hardsuit process
- _radio_crosstalk_process = 0 // handle for radio crosstalk process in GRD
- _radio_crosstalk = 0 // flag
-
- _tankwater_process = 0 // handle for water anim process
- _bub1_process = 0 // handle for bubble1 anim process
- _bub2_process = 0 // handle for bubble2 anim process
- _bub3_process = 0 // handle for bubble3 anim process
-
- _lnd2_shipflyby = 0 // handle for 1st ship in lnd2_frame
-
- // Landing Pad variables
- _alien_city_seen = 0 // Set to 1 when the alien city has been reactivated
- _ship_has_left = 0 // set to 1 when the dropship has left with Mastaba and Escher
- _airmecho_dead = 0 // set to _TRUE when killed
- _Airmecho_Scene = 0 // Is it running?
-
- _airlock_solved = _FALSE // TRUE when puzzle done
- _airlock_flag = 0 // Current puzzle state
- _airlock_prev = 0 // Previous button push
-
- // Zero-G room variables
- _Sng_Space = _NEUTRAL // so we can float thru the big glowing thing in the middle of the room
-
- // Reactor Room variables
- _Bridge_Moving = 0 // Is bridge activating/Deactivating?
- _Reactor_Safe = 0 // Reactor safe variable 0=not 1= ok
- _Conbot_Is_Ramming = 0 // Is the ConBot ramming?
- _Forklift_Dead = 0 // Used to grey out the forklift control buttons once it's destroyed
- _rt6_Frame = 1 // Shut down scene frame counter
- _Reactor_Detonate = 0 // Reactor is to/has Detonate(ed)
- _On_Bridge = 0 // Is Lex going to the bridge?
- _On_Stone = 0 // Is Lex on Stone or Sand?
-
- // Reactor Monitor Variables
- _Left_Pylon = 0 // Variable for left pylon state
- _Right_Pylon = 0 // Variable for right pylon state
- _Strobe_Tripped = 0
- _RDTDigit1 = 10 // Reactor Detonation Timer Digit #1
- _RDTDigit2 = 10 // Reactor Detonation Timer Digit #2
- _RDTDigit3 = 10 // Reactor Detonation Timer Digit #3
- _RDTDigit4 = 10 // Reactor Detonation Timer Digit #4
- _RDTHandle = 0 // Reactor Detonation Timer handle
- _RDTDigit1n2Handle = 0 // Reactor Detonation Timer handle (digit #1&2)
- _RDTDigit3Handle = 0 // Reactor Detonation Timer handle (digit #3)
- _RDTDigit4Handle = 0 // Reactor Detonation Timer handle (digit #4)
- _Pylon_Kill = 0 // Reactor monitor in use and pylon
- // engaged animation going
-
- // COntrol Level Airlock variables
- _Con_Decontam_ok = 0 // control decontam variable
- _Con_in_Cycle = 0 // Control Airlock in Cycle
- // has the walkytalky started receiving messages from Escher yet? Set to TRUE once the guard in the machine shop drops it
- _walky_talky_started = _FALSE
-
- // Security Monitor variables ....
- _access_id1 = 0 // access id digits
- _access_id2 = 0
- _access_id3 = 0
- _access_id4 = 0
- _access_id5 = 0
-
- _access_id1_to_match = 0 // id digits to match
- _access_id2_to_match = 0
- _access_id3_to_match = 0
- _access_id4_to_match = 0
- _access_id5_to_match = 0
-
- _access_id_digit = 0 // digit entered on keypad
- _access_id_digit_frame = 0
-
- _allow_access_id_entry = 0 // allow access id entry
-
- _Klaxon_On_Process = 0 // Process handle for guardroom klaxon
- _Klaxon_Off_Process = 0 // Process handle for guardroom klaxon
- _Warp_Field = 0 // Process handle for warp field in snake corridor
- _IHearYou = 0 // Flag for Tomb Room scene
-
- _mecho_on_fire = 0 // Is mecho on fire sfx
-
- // Sound state vars
- _RoomAmb = 0 // current room handle for pimm
- _FuckingKlaxon = 1 // grd_ambient state = on
-
- _bleed_1 = 0 // handles for bleeders
- _bleed_2 = 0
- _bleed_3 = 0
-
- _sfx_1 = 0 // handles for general sfx - to replace use
- _sfx_2 = 0 // of tempN handles
- _sfx_3 = 0
- _sfx_4 = 0
- _sfx_5 = 0
-
- _shrimp_ambient_1 = 0 // shrimp ambient handles
- _shrimp_ambient_2 = 0
- _shrimp_ambient_3 = 0
-
- _Alien_Ship_Amb = 0 // Platform scene ship
- _Tmp_Ball_Amb = 0 // Temple Ball ambient
-
- _acidsfx_1 = 0 // Handle for acid sfx
- _acidsfx_2 = 0 // Handle for acid sfx
-
- _RoomVol = 0 // handle for original room amb vol lvl
- _BleedVol = 0 // handle for vol lvl of adjoining room amb
-
- // LANDPAD VARIABLES
- _FromPad = 0 // Tells which pad elevator
- // lex cames from
- _Pad_In_Cycle = 0 // Flag for airlock in cycle
- _LTS_Frame = 0 // decontam lights
- _decontam_ok = 0 // decontam available
- _LandbotsAlive = 1 // For ALL robots on the Landing Pad
- _LdgBot1_Alive = 1 // For robot on the ledge in Landing Pad
- _LdgBot2_Alive = 1 // For robot on the ledge in Landing Pad
- _LdgBot3_Alive = 1 // For robot on the ledge in Landing Pad
- _LanBot1_Alive = 1 // For robots on landing pad
- _LanBot2_Alive = 1 // For robots on landing pad
- _LanBot3_Alive = 1 // For robots on landing pad
- _LanBot4_Alive = 1 // For robots on landing pad
- _LandBots = 0 // Controls Landing Pad robots' AI
- _LdgBotAI = 0 // Controls the ledge bots' AI
- _ela_Frame = 16 // jetson tube door shadow
- _elb_frame = 17 // Jetson tube door
- _elc_frame = 1 // Jetson tube dummy skip shape (depth reasons)
- _down_frame = 0 // jetson tube light pulse
- _blip_frame = 0 // jetson tube waring light
- _get_frame = 0 // jetson tube button
- _pad_talking_done = 0 // variable to end jetson transit
-
- // OPERATING ROOM GAME VARIABLES
- _Do_OPR_Scene = 1 // Should the first set scene occur now? 1=yes
-
- _Personality_Web = 0 //Value determines who Lex is
- _Ident = 0 // web computed flag
-
- //DEBUG
-
- // Camera Volumes
- _ce11_volume = 100
- _ce12_volume = 60
- _ce21_volume = 100
- _ce22_volume = 60
- _ce31_volume = 100
- _ce32_volume = 60
- _ce33_volume = 80
- _ce41_volume = 100
- _ce42_volume = 60
- _blk1_volume = 50
- _blk2_volume = 85
- _blk3_volume = 125
- _blk4_volume = 140
- _blk5_volume = 100
- _grd1_volume = 100
- _grd2_volume = 100
- _grd3_volume = 100
- _grd4_volume = 100
- _grd5_volume = 100
- _hal1_volume = 150
- _hal2_volume = 255
- _hal3_volume = 85
- _hal4_volume = 125
- _hal5_volume = 80
- _hal6_volume = 80
- _cry1_volume = 150
- _cry2_volume = 255
- _cry3_volume = 100
- _cry4_volume = 155
- _tnk1_volume = 65
- _tnk2_volume = 65
- _tnk3_volume = 65
- _tnk4_volume = 65
- _tk21_volume = 65
- _tk22_volume = 65
- _tk23_volume = 85
- _tnkd_volume = 85
- _twr1_volume = 75
- _twr2_volume = 255
- _twr3_volume = 85
- _twr4_volume = 75
- _twr5_volume = 75
- _twr6_volume = 75
- _twr7_volume = 150
- _ctr1_volume = 125
- _ctr2_volume = 100
- _ctr3_volume = 85
- _ctr4_volume = 105
- _ctr5_volume = 80
- _ctr6_volume = 80
- _ctr7_volume = 80
- _ctr8_volume = 80
- _opr_volume = 60
- _rtr_volume = 100
- _hlc1_volume = 80
- _hlc2_volume = 150
- _hlc3_volume = 120
- _hlc4_volume = 150
- _hlc5_volume = 100
- _air_volume = 100
- _sho1_volume = 75
- _sho2_volume = 100
- _sho3_volume = 65
- _sho4_volume = 75
- _sho5_volume = 105
- _lnd1_volume = 175
- _lnd2_volume = 150
- _lnd3_volume = 125
- _lnd4_volume = 100
- _lnd5_volume = 100
- _dgs1_volume = 125
- _dgs2_volume = 75
- _dgs3_volume = 175
- _alc1_volume = 125
- _alc2_volume = 75
- _alc3_volume = 175
- _tmb1_volume = 125
- _tmb2_volume = 75
- _tmb3_volume = 175
- _bch_volume = 150
- _btn1_volume = 125
- _btn2_volume = 100
- _btn3_volume = 75
- _btn4_volume = 50
- _btn5_volume = 25
- _grv_volume = 150
- _tmp_volume = 100
- _plt_volume = 75
- _btl1_volume = 125
- _btl2_volume = 150
- _pad_volume = 100
- _arl_volume = 150
- _hfr_volume = 150
- _elt_volume = 70
- _elc_volume = 70
- _hlc_volume = 70
- _elv_volume = 70
- _tun_volume = 100
- // cryo monitor variable - KGC
- _fluid_level = 0
- _cryo_chamber = 0
- _cryo_temp = 0
- _bpm = 0 // heart rate in Beats Per Minute
- _fido_awake = 0 // fido is awake flag
- _flatline = 0 // chamber is full flag
-
- // FIDO_WAKENS communication variables
- _crym_warning = 0 // cryo monitor in use flag
- _heart_wait = 0 // heart beat delay variable
- _ctemp = 0 // chamber temperature variable
- _clvl = 0 // for fluid level
- _ctemp1 = 0 // chamber 1 temperature variable
- _clvl1 = 0 // chamber 1 fluid level variable
- _kgc_temp1 = 0 // temp variable
- _kgc_temp2 = 0 // temp variable
- _kgc_temp3 = 0 // temp variable
-
- // flatline variables
- _notes = 0 // tells flatline and beatline
- // that control is in correct
- // crym screen
- _flatframe = 0 // flatline frame counter
- _beatframe = 0 // beatline frame counter
- _bpmdelay = 0 // beatline wait delay
-
- _p_flatline = 0 // flatline process handle
- _p_beatline = 0 // beatline process handle
-
- // Music vars
- _PlayedIt = 0 // flag for ambient
- _ControlMusic = 0 // flag for music
- _MilliVanilli = 0 // flag for music
- _DigsiteMusic = 0 // flag for music
- _ZeroGMusic = 0 // flag for music
- _TunRoomMusic = 0 // flag for music
- _CityAmbient = 0 // handle for ambient
- _ReactorMusic = 0 // handle for music
- _LanderMusic = 0 // flag for music
- _Going_Back_To_Tanks = 0 // flag - got to cell 2, now you are
- // going back thru tanks
-
- _lev2_loop1 = 0
- _lev3_loop1 = 0
- _lev3_loop2 = 0
-
- _crack = 0
- _drip1 = 0 // handle for drip sfx in BLK
- _drip2 = 0 // handle for drip sfx in BLK
-
- // Prisoner_bio_monitor Variables
- _clvl_attract = 0 // declares if control is in text field
-
- // Maintenance Monitor variables
- _Cell1RepairNeeded = 1
- _Cell2RepairNeeded = 1
- _Cell3RepairNeeded = 1
-
- // Security/Palm Reader variables
- _caynan_security_id_ok = 0
- _palm_failures = 0 // used by log entry system
-
- // use_bot & forklift activation state
- // 0 == is not activated, in automatic mode
- // 1 == is activated, in manual mode
- // 2 == is in process of being activate
- _use_bot_activated = 0
- _forklift_activated = 0
- _Forks_are_up = 0 // 0 when conbot forks are down 1 when up
-
- // MON_NORMAL
- _manb_state = 2
-
- // MON_SELECTED
- _autb_state = 4
-
- // lets us know when Lex has used the medicaid at least once -bes
- _have_used_medicaid = 0
-
- // PIM-related
- _return_to_pim = 0 // used by code - rerun PIM
-
- // Dignostics monitor
- _pfd_state = 2 // 0 = uncharged, 1 = charged, 2 = not activated yet
- _bio_state = 0
- _pds_recharge = 0
- _charging_PFD = 0
-
- // *** ID VARIABLES ***
-
- // escher id variables
- _escher_id1_to_match = 0 // id digits to match
- _escher_id2_to_match = 0
- _escher_id3_to_match = 0
- _escher_id4_to_match = 0
- _escher_id5_to_match = 0
- _bio_results_restricted = 1
-
- // reactor id variables
- _reactor_id_to_match = 0 // bit flags of what to match
- _reactor_id_number = 0 // the actual printable number
-
- _ok_to_pwr_down = 0 // set to 1 when reactor id entered
-
- // *** COMBAT/A.I. RELATED VARIABLES *** - LRG
-
- // LEX VARIABLES
-
- _LexIsDead = 0 // Set to 1 by LEX_DEATH
- _HardDmg = 0 // Hard Suit Damage Flags
-
- // GENERAL PURPOSE VARIABLES
-
- _easy_wait = 45 // used for difficulty level
- _medium_wait = 30 // used for difficulty level
- _hard_wait = 15 // used for difficulty level
- _tonfa_handle = 0 // used for the timer process handle
- _wait_30_handle = 0 // handle for Wait_30 realtime process
- _tonfa_timer = 20 // timer for the tonfa gun
- _gun_timer = 30 // 30 second timer; used when the tonfa can't be fired
- _tonfa_used = 0 // the number of times the tonfa gun has been fired
- _TONFA_OK = _TRUE // Set to false while gun it to hot
- _delay_before_reload = 2 // Default # sewconds to delay in Kill_Lex
- _forcing_reload = 0 // can we exit Options?
-
- _enemy_speech = 0 // handle of enemy speech
- _subtitle_hand = 0 // handle of a subtitle process
- _enemy_process = 0 // generic enemy process handle
- _lex_process = 0 // generic lex process handle
-
- _subtitle_lex = 0 // handle of lex's subtitle process
- _lex_speech = 0 // handle of lex's speech
-
- _SRE_Count = 0 // Super Recoil Enemy Counter
- _SRP_Count = 0 // Super Recoil Player Counter
-
- _Abort_Face_The_Enemy = 0 // Set to 1 to abort the process
-
- // AWAKEN SCENE / NURSEBOT VARIABLES
-
- _lex_drugged = 0 // how many times has lex been drugged?
- _nursebot_is_hit = 0 // 0 = no, 1 = yes
-
- // CAYNAN VARIABLES
-
- _Caynan_Alive = _TRUE // Is Caynan alive?
- _Caynan_State = 0 // 0=space, 1=greet, 2=atk (or eat)
- _cay_greet = 0 // controls Caynan's greeting routine - BAR
- _Caynan_Eating = 0 // Is Caynan eating?
- _Lex_Was_Inside3 = 0 // Lex was just inside cell3
- _Lex_Has_Fork = 0 // Lex has picked up the fork
- _Stop_Eating = 0 // Forces caynan top stop eating
-
- // FIDO VARIABLES
-
- _Fido_Alive = _TRUE // 0 = no, 1 = yes
- _Fido_Hit = 0 // 0 = no, 1 = yes
- _KO_Count = 0 // KO counter for Fido
- _Fido_In_Tank = 0 // True when Fido falls to Tank Level
- _Fido_On_Iris = 0 // True when Fido is on the iris
- _Fido_Running = 0 // True if lex is in Fido_Run trigger
- _Fido_Max_KO = 8 // The only was to use CONST in our engine
- _Fido_KOed = 0 // # of times KOed
- _Fido_Avoid_Set = 0 // Is hatch avoidance on?
-
- // CELL2 / GUARD VARIABLES
- _GRD1_Alive = _TRUE // Is guard1 alive?
- _GRD1_Awake = _FALSE // Has he been woken up yet?
-
- // TOWER VARIABLES
- _LexTowLoc = 0 // Set by various tower triggers
- _TB1_Alive = _TRUE // Is towerbot1 alive?
- _TB2_Alive = _TRUE // Is towerbot2 alive?
- _TB3_Alive = _TRUE // Is towerbot3 alive?
- _TB4_Alive = _TRUE // Is towerbot4 alive?
- _TB5_Alive = _TRUE // Is towerbot5 alive?
- _TB6_Alive = _TRUE // Is towerbot6 alive?
-
- // CONTROL VARIABLES
- _LexConLoc = 0 // Set by various control triggers
- _Lex_In_Elevator = _FALSE // Set By lex's presence in the control elevator
- _Mecho2_Alive = _TRUE // Is mecho2 alive?
- _Mecho2_Fired = _FALSE // TRUE if he has fired
-
- _ReactBot_Alive = _TRUE // Is the Reactor Robot alive?
- _ReactBot_Active = _TRUE // Is the Reactor Robot activated?
- _GrdCon_Alive = _TRUE // Is the control room guard alive?
- _GrdHang_Alive = _TRUE // Is the machine shop guard alive?
- _GrdHall_Alive = _TRUE // Is the hall guard alive?
- _GrdCon_Active = _FALSE // AI stasis hack around...
- _GrdHang_Active = _FALSE // AI stasis hack around...
- _GrdHang_State = 0 //
- _GrdHall_Active = _FALSE // AI stasis hack around...
- _GrdHallHatesLex = _FALSE // Assumes lex in the hardsuit...
- _Marine1_Alive = _FALSE // Set True in OPR if dropship not shot...
- _Drogg1_Alive = _TRUE
- _Drogg1_Active = _FALSE // AI stasis hack around...
- _Drogg1_Counter = 0 // Attack counter used by the A.I...
- _Drogg1_Loc = 0 // Drogg1 location
- _Drogg1_Bored = _TRUE // _TRUE = wait for Lex to cross bridge...
- _Drogg1_RanForIt = _FALSE // _TRUE = when Drogg decides to cross brdg
- _Drogg1_Max_KO = 6 // The only was to use CONST in our engine
- _Drogg1_Part2 = _FALSE // Crossed Bridge w/o being dropped?
- _pulling_lever = _FALSE // _TRUE = lex is pulling a lever
- _lever_process = _FALSE // process handle for lever pulling
-
- // BEACH VARIABLES
- _Tumolt_Alive = _TRUE // Small rodents dance merrily
- _Tumolt_Flag = _FALSE // Activation flag
- _Tumolt_Activated = _FALSE // Activated flag
-
- // DIGSITE VARIABLES
- _Drogg2_Alive = _TRUE // True until he runs to the TunRoom...
- _Drogg2_Active = _FALSE
- _Drogg2_Jumped_Out = _FALSE
- _Drogg2_Counter = 0 // Attack counter used by the A.I...
- _Drogg2_Running = _FALSE
-
- _Shrimp1_Alive = _TRUE
- _Shrimp1_Active = _FALSE
- _Shrimp2_Alive = _TRUE
- _Shrimp2_Active = _FALSE
- _Shrimp3_Alive = _FALSE
- _Shrimp3_Active = _FALSE
-
- // PLATFORM VARIABLES
- _Drogg3_Alive = _TRUE // True until he dies...
- _Drogg3_Activated = _FALSE
- _LexPltLoc = 0
-
- _Elite_Alive = _TRUE // True until he dies...
- _Mind_Meld_Active = _FALSE // True during telepathy
-
- // RETURN VARIABLES
-
- _Marine2_Alive = _TRUE
- _Marine2_Active = _FALSE
- _Marine2_State = 0
- _Marine2_Counter = 0
-
- _Marine3A_Alive = _TRUE
- _Marine3A_Active = _FALSE
- _Marine3A_State = 0
-
- _Marine3B_Alive = _TRUE
- _Marine3B_Active = _FALSE
- _Marine3B_State = 0
-
- _Marine4_Alive = _TRUE
- _Marine4_Active = _FALSE
- _Marine4_State = -1
-
- _Marine5_Alive = _TRUE
- _Marine5_Active = _FALSE
- _Marine5_State = 0
- _Marine5_Counter = 0
-
- // *** END OF COMBAT/A.I. RELATED VARIABLES *** - LRG
-
-
- // TEMPLE VARIABLES
- // Temple ball for opening Temple
- _mrn_frame = 0 // body of crushed marine
- _WAK_frame = _FIRST_WAK_FRAME // first WAK (ball raising) frame
- _TLR_Frame = 0 // Floor animations in temple
- _LightAnim = 0 // Variable for light bar animaations
- _TUBE_space = _POSITIVE // the statue in the temple
- _QTUBE_space = _NEUTRAL // the space below the temple
- _bal_frame = 1 // Frame of animation for hovering statue in temple
- _heard_templeA_speech = _FALSE
- _heard_templeB_speech = _FALSE
- _safe_to_peer_in = _FALSE // set to _TRUE when its safe for the marine to peer in the hole
- _marine_peering_in = _FALSE // set to _TRUE when the marine is peering down the hole that the statue left in the ground
- _heard_templeC_speech = _FALSE
- _grenade_handle = 0 // the handle of the process that waits for the grenade to intersect with the tube
- _grenade_handle_2 = 0 // the handle of the process that counts down for the grenade
- _got_temple_mon_log = _FALSE // set to _TRUE when we got the log about the monitor not having enough power
- _inside_temple_monitor = _FALSE // set to _TRUE when the player is using the temple monitor
- _marines_handle = 0 // handle for TempleMarinesPeerIn
- _heard_fireinhole_speech = 0 // set to 1 once we've heard "Fire in the hole!" by the temple marine
- _was_just_peering_in = _FALSE // set to 1 once the marine has peered in the hole so his AI will skip the wait
- _mar_grenade_in_transit = 0 // HACK flag used for a problem with the marine throwing his grenade
- _doa_frame = 1 // frames of animation for the temple flic
- _marines_set_up = 0 // set to 1 once the marines are in place
-
- // CITY MONITOR VARIABLES
- _city_solved = 0;
- _Red_Flag = 0;
- _Blue_Flag = 0;
- _Yellow_Flag = 0;
-
- _CLocation = 1;
- _City_Total = 1;
-
- _CTM1 = 0 // WHOOPS! SCRIPT DOESN'T SUPPROT ARRAYS! BRUTE FORCE! -LRG
- _CTM2 = 0
- _CTM3 = 0
- _CTM4 = 0
- _CTM5 = 0
- _CTM6 = 0
- _CTM7 = 0
- _CTM8 = 0
- _CTM9 = 0
- _CTM10 = 0
- _CTM11 = 0
- _CTM12 = 0
- _CTM13 = 0
- _CTM14 = 0
- _CTM15 = 0
- _CTM16 = 0
- _CTM17 = 0
- _CTM18 = 0
- _CTM19 = 0
- _CTM20 = 0
-
- _CROT1 = 0 // WHOOPS! SCRIPT DOESN'T SUPPROT ARRAYS! BRUTE FORCE! -LRG
- _CROT2 = 0
- _CROT3 = 0
- _CROT4 = 0
- _CROT5 = 0
- _CROT6 = 0
- _CROT7 = 0
- _CROT8 = 0
- _CROT9 = 0
- _CROT10 = 0
- _CROT11 = 0
- _CROT12 = 0
- _CROT13 = 0
- _CROT14 = 0
- _CROT15 = 0
- _CROT16 = 0
- _CROT17 = 0
- _CROT18 = 0
- _CROT19 = 0
- _CROT20 = 0
-
- // TOMB MONITOR VARIABLES
-
- _tomb_solved = 0;
- _tomb_flag1 = 0;
- _tomb_flag2 = 0;
- _tomb_flag3 = 0;
- _tomb_flag4 = 0;
- _tomb_flag5 = 0;
- _tomb_flag6 = 0;
-
- _tomb_sol1 = 0;
- _tomb_sol2 = 0;
- _tomb_sol3 = 0;
- _tomb_sol4 = 0;
- _tomb_sol5 = 0;
- _tomb_sol6 = 0;
-
- _tomb_L1 = 0;
- _tomb_L2 = 0;
- _tomb_L3 = 0;
- _tomb_L4 = 0;
- _tomb_L5 = 0;
- _tomb_L6 = 0;
- _tomb_L7 = 0;
- _tomb_L8 = 0;
- _tomb_L9 = 0;
-
- _tomb_R1 = 0;
- _tomb_R2 = 0;
- _tomb_R3 = 0;
- _tomb_R4 = 0;
- _tomb_R5 = 0;
- _tomb_R6 = 0;
- _tomb_R7 = 0;
- _tomb_R8 = 0;
- _tomb_R9 = 0;
-
- _tomb_T1 = 0;
- _tomb_T2 = 0;
- _tomb_T3 = 0;
-
- // Credits - Speed Limit.
- _credits_frame_ticks = 128 // 0.5 tick/vert pixel (1 tick = 256)
- _Credits_Shadowing = _Credits_DR_Shadow // shadowing credits text
-
- // This is used if we've gone into the journal. We use this flag to know
- // whether to add a log entry or not. -bes
- // split up PIMM and had to move this out since Main & Journal of PIMM use it - jar
- _journal_read = 0
- _got_entries = _FALSE // Set true when log entry added for first time - BAR
-
- // This variable is used to tell if player is inside of Pimm Diagnostics
- // 0 if Falsse 1 if True
-
- _In_Diag = 0
-
- // Used by your battery recharge system.
- _Bio = 0
-
- // Misc Monitor-related
- _REPEAT_DELAY = 10
- _PTR_PRESS_TIME = 14
- _PTR_HOLD_TIME = 5
- _PTR_RELEASE_TIME = 14
- _PTR_X_HOT = 122
- _PTR_Y_HOT = 13
- _PTR_X_DEFAULT = 280
- _PTR_Y_DEFAULT = 160
- // Monitor pointer variables
- _ptr_left_margin = 0
- _ptr_right_margin = 319
- // hand ptrs do not reach to top of screen
- _ptr_top_margin = 14
- _ptr_bottom_margin = 199
-
- // Credits Column alignment
- _CrCol1 = 60
- _CrCol2 = 60
- _CrCol3 = 180
- _CrCol4 = 180
-
- // Music ids for Options
- _OptionsMusic = _Options
-
- // Monitor-related variables which need to be saved
- _lex_last_hl = 0
- _lex_last_rd = 0
- _inventor_last_hl = 0
- _last_game_no = 1
- _difficulty_level = 1 // 0=Easy, 1=Medium, 2=Hard
- _gama_corr_percent = 0
- _sound_volume = 50
- _music_volume = 50
-
- // Is script trying to exit a monitor?
- _IsExitMonRunning = 0
- }
-
-