// === Water Station ==============================================
	1 * 1	01 04 01 14
	1 images/newwater2.pcx    2    1  09  26  21 -17 -13 // 042D x, tanks south end
	1 images/newwater2.pcx  162    1  09  26  21  -2 -13 // 042E y, tanks south end
	1 images/newwater2.pcx   27    1  09  31  31 -27 -13 // 042F x, tanks mid type 1
	1 images/newwater2.pcx  187    1  09  31  31  -2 -13 // 0430 y, tanks mid type 1
	1 images/newwater2.pcx   62    1  09  31  31 -27 -13 // 0431 x, tanks mid type 2
	1 images/newwater2.pcx  222    1  09  31  31  -2 -13 // 0432 y, tanks mid type 2
	1 images/newwater2.pcx  122    1  09  23  36 -29  -5 // 0433 x, solar panel
	1 images/newwater2.pcx  282    1  09  23  36  -5  -5 // 0434 y, solar panel
	1 images/newwater2.pcx   97    1  09  26  21 -27  -8 // 0435 x, tanks north end
	1 images/newwater2.pcx  257    1  09  26  21   8  -8 // 0436 y, tanks north end

	1 images/newwater2.pcx    2   43  09  20  11  -6 -11 // 0437 x, pipes south end
	1 images/newwater2.pcx  144   43  09  20  11  -3 -11 // 0438 y, pipes south end
	1 images/newwater2.pcx   21   43  01  29  32 -27 -11 // 0439 x, pipes mid type 1
	1 images/newwater2.pcx  159   43  01  29  32  -3 -11 // 043A y, pipes mid type 1
	1 images/newwater2.pcx   57   43  01  26  32 -27 -11 // 043B x, pipes mid type 2
	1 images/newwater2.pcx  195   43  01  26  32  -3 -11 // 043C y, pipes mid type 2
	1 images/newwater2.pcx  108   43  01  28  32 -27 -14 // 043D x, pipes mid type 3
	1 images/newwater2.pcx  247   43  01  28  32  -3 -13 // 044E y, pipes mid type 3
	1 images/newwater2.pcx   93   43  09  15  12 -27   0 // 043F x, pipes north end
	1 images/newwater2.pcx  231   43  09  15  12  17   0 // 0440 y, pipes north end

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

	1 * 1	01 04 01 02
	// Purchase list
	1 images/purchaseicons.pcx 19 291 09 62 64 -31 -31 // 042D x
	1 images/purchaseicons.pcx 91 291 09 62 64 -31 -31 // 042E y

	1 * 1	02 04 0A // ID
		00 01
		\w0

	1 * 1	00 04 05 01 WATER_STN
		08 "ISRA"

		// Sprite layout
		1A 04
			// 00 (x)
			43
			\dx000003F4 \wx0002 // ground sprite - track
			10 // register
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000842D \wx0002 // back platform
			00 00 00 // x/y/z offset
			10 05 16 // x/y/z extent
			06 // register
			\dx80008437 \wx0003 // front platform
			00 0B 00 // x/y/z offset
			10 05 16 // x/y/z extent
			03 06 // registers

			// 01 (y)
			43
			\dx000003F3 \wx0002 // ground sprite - track
			10 // register
			\dx8000042E \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000842E \wx0002 // back platform
			00 00 00 // x/y/z offset
			05 10 16 // x/y/z extent
			06 // register
			\dx80008438 \wx0003 // front platform
			0B 00 00 // x/y/z offset
			05 10 16 // x/y/z extent
			03 06 // registers

			// 02 (x) - purchase
			41
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000842D \wx0000 // purchase list sprite
			00 00 00 // x/y/z offset
			10 10 20 // x/y/z extent

			// 03 (y) - purchase
			41
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000842E \wx0000 // purchase list sprite
			00 00 00 // x/y/z offset
			10 10 20 // x/y/z extent

		0B 02 // use callback to determine layout
		0D 01 // only allow platform lengths > 1
		11 FF // pylon placement (all)


	// Test variable 10 for real sprites
	1 * 1	02 04 1B // ID
		81 10 // additional information for sprite selection
		00 0F
		01
		\wx00FD 04 04 // ground overlay sprites
		\wx0000 // water station sprites

	1 * 0	02 04 04 // ID
		80
		00 // don't re-randomise
		10 // use bits 16 to 18
		08
		\wx8002
		\wx8004
		\wx8002
		\wx8004
		\wx8006
		\wx8002
		\wx8004
		\wx8006

	1 * 1	02 04 01 // ID
		85 68 01 // station info param 0/1; check tile along platform to S
		00 \wx0FFF // mask 12 bits for tile ID, type and direction
		01
		\wx0004 WATER_STN 05 WATER_STN 05 // water station to S - get random mid tile
		\wx8000 // south tile

	1 * 1	02 04 03 // ID
		85 68 0F // station info param 0/-1; check tile along platform to N
		00 \wx0FFF // mask 12 bits for tile ID, type and direction
		01
		\wx0001 WATER_STN 05 WATER_STN 05 // water station to N
		\wx8008 // north tile


	// Hide front platform pipes when no continuation is possible
	1 * 1	02 04 06 // ID
		85 68 01 // station info param 0/1; check tile along platform to S
		00 \wx0FFF // mask 12 bits for tile ID, type and direction
		01
		\wx8001 WATER_STN 05 WATER_STN 05 // water station to S - show pipes
		\wx8000 // single tile - hide pipes

	1 * 1	02 04 07 // ID
		85 68 0F // station info param 0/-1; check tile along platform to N
		00 \wx0FFF // mask 12 bits for tile ID, type and direction
		01
		\wx8001 WATER_STN 05 WATER_STN 05 // water station to N - show pipes
		\wx0006 // north tile


//@@WARNING DISABLE 170
//@@WARNING DISABLE 100

	1 * 1	02 04 15 // ID
		85
		7E 03 // get sprite offset
		20 \wx00FF
		\2sto 1A
		20 \wx0006 // store in register
		\2rst
		7E 07 // get show/hide flag for front platform pipes
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // store in register
		\2rst
		7E BE // get normal/snow/desert offset
		20 \wx7FFF
		\2+
		7E BD // add monorail/maglev offset
		20 \wx00FF
		\2sto 1A
		00 \wx0010 // store in register - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

//@@WARNING ENABLE 170
//@@WARNING ENABLE 100

	1 * 1	02 04 20 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0015 // real sprites

	// For purchase list
	1 * 1	02 04 21 // ID
		81 0C // callback
		00 FF
		01
		\wx8002 14 14 // sprite layout
		\wx000A // real sprites

	1 * 1	03 04
		01 WATER_STN
		01
		FF \wx0021 // purchase
		\wx0020
