{ 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
}

