	1 * 1	00 04 06 01 WATER_TOWER
		08 "ISRI"

		// Sprite layout
		1A 02
			// 00 (x)
			44
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000042D \wx0040 // back platform
			00 00 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx8000842D \wx0000 // back part
			00 00 03 // x/y/z offset
			10 05 30 // x/y/z extent
			\dx8000042E \wx0040 // front platform
			00 0B 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx8000842E \wx0000 // front part
			00 0B 03 // x/y/z offset
			10 05 42 // x/y/z extent

			// 01 (y)
			44
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000042F \wx0040 // back platform
			00 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx8000842F \wx0000 // back part
			00 00 03 // x/y/z offset
			05 10 30 // x/y/z extent
			\dx80000430 \wx0040 // front platform
			0B 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx80008430 \wx0000 // front part
			0B 00 03 // x/y/z offset
			05 10 42 // x/y/z extent

		0B 02 // use callback to determine layout

		0D FE // only allow a platform length of 1

		11 00 // pylons (none)
		14 FF // wires (none)


	1 * 1	01 04 01 04
	1 images/newfixtures2.pcx   18  616  01  50  11 -19 -34 // x, back
	1 images/newfixtures2.pcx   33  616  01  67  27 -30 -53 // x, front
	1 images/newfixtures2.pcx   64  616  01  50  11  10 -34 // y, back
	1 images/newfixtures2.pcx   79  616  01  67  27   5 -53 // y, front

	1 * 1	02 04 00 // ID
		00 01
		\w0

	1 * 1	02 04 03 // ID
		81 10 // additional information for sprite selection
		00 0F
		01
		\wx00FC 04 04 // platform sprites
		\wx0000 // water tower sprites

	1 * 1	02 04
		01 // ID
		81 0C // check callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0003 // real sprites

	1 * 1	03 04
		01 WATER_TOWER
		00
		\wx0001


	1 * 1	00 04 09 01 TOWER_CRANE
		08 "ISRI"

		// Sprite layout
		1A 02
			// 00 (x)
			43
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000842D \wx0000 // back platform with crane base
			00 00 00 // x/y/z offset
			10 05 10 // x/y/z extent
			\dx80000431 \wx0002 // crane top
			04 00 11 // x/y/z offset
			0A 0A 06 // x/y/z extent
			10 // register
			\dx8000042E \wx0000 // front platform
			00 0B 00 // x/y/z offset
			10 05 03 // x/y/z extent

			// 01 (y)
			43
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000842F \wx0000 // back platform with crane base
			00 00 00 // x/y/z offset
			05 10 10 // x/y/z extent
			\dx80000438 \wx0002 // crane top
			00 04 11 // x/y/z offset
			0A 0A 06 // x/y/z extent
			10 // register
			\dx80000430 \wx0000 // front platform
			0B 00 00 // x/y/z offset
			05 10 03 // x/y/z extent

		0B 02 // use callback to determine layout

		0D FE // only allow a platform length of 1

		14 FF // wires (none)
		11 00 // pylons (none)

		16 \wx0113 // animation info 20 frames looping
		17 04      // animation speed 2^4 ticks per frame (~400ms)
		18 \wx0018 // animation triggers - train enters (0x08), train leaves (0x10)


//@@WARNING DISABLE 100

	1 * 1	02 04 16 // ID
		85
		7E B8 // get crane animation offset
		20 \wx00FF
		\2sto 1A
		00 \wx0010 // store in register
		01
		\wx00EF \w0 \w0
		\wx00EF

//@@WARNING ENABLE 100

	// Animation start/stop control
	1 * 1	02 04 26 // ID
		81 18 // extra callback info - reason for call
		00 FF
		02
		\wx80FE 03 03 // vehicle enters station - start
		\wx80FF 04 04 // vehicle leaves station - stop
		\wx80FD // do nothing

	1 * 1	02 04 01 // ID
		85 0C // callback
		00 \wxFFFF
		02
		\wx8000 \wx0014 \wx0014 // sprite layout
		\wx0026 \wx0140 \wx0140 // animation control
		\wx0016 // real sprites

	1 * 1	03 04
		01 TOWER_CRANE
		00
		\wx0001
