//// Tutorial
//
//

    LOCALIZATION

        LSTRING_Intro
            "Welcome to the Homeworld Training Mission.  Here we will teach you all the basic controls needed to play Homeworld.  \nLets begin!  \nleft click on the &N&e&x&t button to proceed."
            "Bienvenue dans la mission d'entraînement de Homeworld. Ici, vous allez vous familiariser avec toutes les commandes de base dont vous aurez besoin pour jouer. \nAllons-y ! \nPour continuer, cliquez sur &S&u&i&v&a&n&t avec le bouton gauche de la souris."
            "Willkommen bei der Trainingsmission von Homeworld. Hier werden wir Ihnen alle Grundlagen erklären, die Sie zum Spielen von Homeworld benötigen. \nFangen wir an! \nMit einem Linksklick auf die Schaltfläche &W&e&i&t&e&r gehen Sie weiter."
            "Bienvenido a la misión de entrenamiento de Homeworld. Aquí te enseñaremos todos los controles básicos necesarios para jugar a Homeworld. \nComencemos. \nPulsa el botón &S&i&g&u&i&e&n&t&e para continuar."
			"Benvenuto nelle missioni di addestramento di Homeworld. Qui ti insegneremo tutto ciò che ti serve per giocare a Homeworld. \nCominciamo! \nClicca col sinistro sul pulsante &A&v&a&n&t&i per procedere."


//        LSTRING_Intro2
//            "The ship on your screen is the Mothership.  It is your most important ship - it can build every ship in the game except for another Mothership.  Click on the Next button to continue."
//            "French stuff here"
//            "German stuff here"

        //Lesson 1: Using the Camera
        //**** this string does not get recorded ****
        LSTRING_SaveCamera
            "Lesson 01 - Using the Camera"
            "Leçon 01 - Maniement de la Caméra"
            "Lektion 01 - Benutzung der Kamera"
            "Lección 01 - Uso de la cámara"
	        "Lezione 01 - Usare la telecamera"


		LSTRING_CameraIntro
            "Lesson 1: Using the camera\n\nClick the &N&e&x&t button to begin."
            "Leçon N° 1: Maniement de la Caméra\n\nPour commencer, cliquez sur &S&u&i&v&a&n&t."
            "Lektion 1: Benutzung der Kamera\n\nKlicken Sie auf die Schaltfläche &W&e&i&t&e&r, um anzufangen."
            "Lección 1: Uso de la cámara\n\nHaz clic en &S&i&g&u&i&e&n&t&e para comenzar."
			"Lezione 1: Usare la telecamera\n\nClicca sul pulsante &A&v&a&n&t&i per cominciare."


        LSTRING_CameraMoveDescription
            "To rotate the camera, hold the right mouse button and drag the mouse.\n\nClick &N&e&x&t to continue."
            "Pour faire pivoter la caméra, faites glisser la souris en maintenant le bouton droit enfoncé.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Drücken und halten Sie die rechte Maustaste und bewegen Sie die Maus, um die Kamera zu drehen.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "Para girar la cámara, mantén pulsado el botón derecho del ratón y arrastra.\n\nHaz clic en &S&i&g&u&i&e&n&t&e para continuar."
			"Per ruotare la telecamera, tieni premuto il pulsante destro del mouse mentre lo sposti.\n\nClicca su &A&v&a&n&t&i per procedere."


        LSTRING_CameraMove
            "To advance to the next lesson, rotate the camera 180 degrees around your Mothership"
            "Pour passer à la leçon suivante, effectuez une rotation de 180° autour de votre Vaisseau Mère avec la caméra."
            "Um zur nächsten Lektion weiterzugehen, lassen Sie die Kamera 180 Grad um Ihr Mutterschiff rotieren."
            "Para avanzar a la lección siguiente, gira la cámara 180 grados alrededor de tu Nave nodriza."
			"Per passare al prossimo esercizio, fai ruotare la telecamera di 180 gradi intorno all'Astronave Madre."


//        LSTRING_CameraMoveLeftFailed
//            "You are rotating the camera to the right.  Left is the other way.  Click Next to try it again."
//            "French stuff here"
//            "German stuff here"
//
//        LSTRING_CameraMoveRight
//            "Excellent.  Now rotate the camera 180 degrees to the right."
//            "French stuff here"
//            "German stuff here"
//
//        LSTRING_CameraMoveRightFailed
//            "You are rotating the camera to the left.  Right is the other way.  This can't be that difficult.  Click Next to try it again."
//            "French stuff here"
//            "German stuff here"
//
        LSTRING_CameraMoveUp
            "Next rotate the camera upward to view the Mothership from above."
            "Puis déplacez-la vers le haut pour obtenir une vue plongeante sur le Vaisseau Mère."
            "Lassen Sie jetzt die Kamera nach oben rotieren, um das Mutterschiff von oben zu betrachten."
            "Ahora, gira la cámara hacia arriba para tener una visión superior de la Nave nodriza."
			"Ora ruota la telecamera verso l'alto, per vedere l'Astronave Madre dall'alto."

        LSTRING_CameraMoveDown
            "Now view the Mothership from below."
            "Maintenant, essayez une vue de dessous."
            "Schauen Sie sich das Mutterschiff jetzt von unten an."
            "Ahora, presenta una visión inferior de la Nave nodriza."
			"Adesso inquadra l'Astronave Madre dal basso."

        LSTRING_CameraBackToMiddle
            "Great!  Move the camera back to the horizontal.  Then I'll show you how to zoom in and out."
            "Bravo ! Revenez au plan horizontal. Maintenant, je vais vous expliquer la fonction zoom."
            "Prima! Bringen Sie die Kamera jetzt wieder in eine horizontale Position. Dann zeige ich Ihnen, wie man heran- und wegzoomt."
            "¡Excelente!  Vuelve a poner la cámara horizontal.  Después te enseñaremos a acercar y alejar el zoom."
			"Ottimo! Riporta la telecamera sul piano orizzontale, poi ti mostrerò come usare lo zoom."


//        LSTRING_SaveCameraZoom
//            "Zooming the Camera"
//            "French stuff here"
//            "German stuff here"

//        LSTRING_CameraZoomIntro
//            "Perfect.  Now I'll show you how to zoom the camera in and out.  This is very useful when trying to select ships, view battles, or get an overview of your situation in the game."
//            "French stuff here"
//            "German stuff here"

        LSTRING_CameraZoomDescription
            "To zoom in or out, hold both mouse buttons and drag the mouse up or down.  If your mouse has a wheel, you can use the wheel to zoom as well.\n\nClick &N&e&x&t to continue."
            "Pour faire un zoom avant ou arrière, maintenez les deux boutons de la souris enfoncés et faites glisser la souris vers le haut ou vers le bas. Si votre souris possède une molette, vous pouvez aussi l'utiliser pour les zooms.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Um heran- oder wegzuzoomen, halten Sie beide Maustasten gedrückt und schieben die Maus nach oben oder unten. Wenn Sie eine Maus mit einem Steuerrädchen besitzen, können Sie auch das Rad einsetzen, um die Kamera zu zoomen.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "Para acercar o alejar la vista de cámara, mantén pulsados los dos botones del ratón y arrastra arriba o abajo. Si tienes un ratón con rueda, puedes usarla como zoom.n\nHaz clic en &S&i&g&u&i&e&n&t&e para continuar."
			"Per usare lo zoom, tieni premuti entrambi i pulsanti del mouse e spostalo su o giù. Se il tuo mouse è dotato di una rotella, puoi usarla per controllare lo zoom.\n\nClicca su &A&v&a&n&t&i per continuare."

        LSTRING_CameraZoomOut
            "Zoom the camera out as far as you can."
            "Faites un zoom arrière, aussi loin que possible."
            "Zoomen Sie die Kamera heraus so weit es geht."
            "Aleja la cámara tanto como puedas."
			"Riduci al minimo la visuale della telecamera."

        LSTRING_CameraZoomIn
            "From this position, we get a good overview of the action.\n\nNow zoom the camera in as far as you can."
            "De cette position, vous avez une bonne vue d'ensemble.\n\nMaintenant, faites un zoom avant, aussi près que possible"
            "Von dieser Position aus erhalten wir einen guten Überblick über die Action.\n\nZoomen Sie die Kamera jetzt so nah heran, wie das nur möglich ist."
            "Desde aquí tienes una buena vista general de la acción.\n\nAhora acerca la cámara tanto como puedas."
			"Da questa posizione hai un'ottima vista d'insieme dell'azione.\n\nOra ingrandisci al massimo la visuale."

        LSTRING_CameraPractice
            "Excellent.  From this position we get a good close-up view of the action.\n\nPractice rotating and zooming the camera.\n\nWhen you're ready to move on, click the &N&e&x&t button."
            "Excellent. De cette position, vous suivez l'action de près.\n\nEntraînez-vous à déplacer la caméra et à faire des zooms.\n\nSi vous êtes prêt(e) à continuer, cliquez sur &S&u&i&v&a&n&t."
            "Ausgezeichnet. Von dieser Position aus erhalten wir eine gute Nahansicht der Action.\n\nÜben Sie das Drehen und das Zoomen mit der Kamera.\n\nWenn Sie bereit für Neues sind, klicken Sie auf &W&e&i&t&e&r."
            "Excelente. Desde aquí tienes un buen primer plano de la acción.\n\nPractica con el zoom y el giro de la cámara.\n\nCuando estés listo para continuar, haz clic en &S&i&g&u&i&e&n&t&e."
			"Eccellente, da qui hai una vista ravvicinata di tutto quello che succede.\n\nFai pratica con lo zoom.\n\nQuando sei pronto a procedere, clicca sul pulsante &A&v&a&n&t&i."

        //**** this string does not get recorded ****
        LSTRING_TaskbarSave
            "The Taskbar"
            "La Barre de tâches"
            "Die Taskleiste"
            "La barra de tareas"
			"La barra delle applicazioni."

        LSTRING_LessonTitleBuild
            "Lesson 2: Building Ships\n\nClick &N&e&x&t to begin."
            "Leçon N° 2 : Construction de vaisseaux\n\nPour commencer, cliquez sur &S&u&i&v&a&n&t."
            "Lektion 2: Schiffe bauen\n\nKlicken Sie auf &W&e&i&t&e&r, um anzufangen."
            "Lección 2: Construcción de naves\n\nHaz clic en &S&i&g&u&i&e&n&t&e para comenzar."
			"Lezione 2: Costruire le astronavi\n\nClicca sul pulsante &A&v&a&n&t&i per cominciare."

        LSTRING_TaskbarIntro
            "Most of Homeworld's user controls are accessible from a popup taskbar.\n\nMove your cursor to the bottom of the screen to see the taskbar."
            "La plupart des commandes de Homeworld est accessible à partir d'une barre de tâches basculante.\n\nDéplacez votre curseur vers le bas de l'écran pour faire apparaître la barre de tâches."
            "Die meisten Steuerelemente, die Homeworld dem Benutzer zur Verfügung stellt, können von einer Popup-Leiste aus erreicht werden.\n\nSchieben Sie den Mauszeiger an den unteren Bildschirmrand, und schon erscheint die Taskleiste."
            "Es posible acceder a la mayoría de los controles de usuario de Homeworld desde la barra de tareas emergente.\n\nPara verla, lleva el ratón a la parte inferior de la pantalla."
			"La maggior parte dei comandi di Homeworld sono accessibili tramite una barra delle applicazioni a comparsa.\n\nPorta il cursore nella parte bassa dello schermo per farla apparire."

        LSTRING_TaskbarDescription
            "There it is.  Normally the taskbar would disappear when you move your cursor away from it, but let's keep it up to take a closer look.\n\nClick &N&e&x&t to continue."
            "La voici. Normalement, la barre de tâches disparait dès que le curseur s'en éloigne, mais gardons-la à l'écran pour l'examiner. \n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Da ist sie. Normalerweise würde die Taskleiste verschwinden, wenn Sie den Mauszeiger wieder entfernen, aber jetzt behalten wir sie mal da, um sie etwas genauer zu betrachten.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "Aquí la tienes. Normalmente, la barra de tareas desaparece cuando se aparta el cursor de ella, pero dejémosla de momento para que la veas bien.\n\nHaz clic en &S&i&g&u&i&e&n&t&e para continuar."
			"Eccola qui. Normalmente la barra delle applicazioni scompare non appena sposti il cursore da essa, ma ora resterà visibile per consentirti di esaminarla.\n\nClicca su &A&v&a&n&t&i per proseguire."

//        LSTRING_TaskbarManagerButtons
//            "Three important interface screens can be accessed from the taskbar.  They will all be described in detail as we go through your training."
//            "French stuff here"
//            "German stuff here"

        LSTRING_TaskbarBuildManagerButton
            "This button brings up the Build Manager.\n\nleft click on the Build button now."
            "Ce bouton fait apparaître l'Editeur de vaisseaux.\n\nCliquez sur Construction avec le bouton gauche de la souris."
            "Diese Schaltfläche ruft den Produktions-Manager auf.\n\nKlicken Sie jetzt mit der linken Maustaste auf die Schaltfläche BAUEN."
            "Este botón abre el Administrador de construcción.\n\nHaz clic en el botón Construir."
			"Questo pulsante apre il menu di costruzione.\n\nCliccaci sopra con il pulsante sinistro del mouse."

//        LSTRING_TaskbarSensorsManagerButton
//            "The button with the pulsing rectangle surrounding it brings up the Sensors Manager."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_TaskbarResearchManagerButton
//            "And lastly, this button brings up the Research Manager"
//            "French stuff here"
//            "German stuff here"

//        LSTRING_TaskbarSPObjectivesWindow
//            "This window displays your objectives in the single player game.  In the multiplayer game it's just pretty decoration."
//            "French stuff here"
//            "German stuff here"

        //Lesson 3: Building Ships
        //**** this string does not get recorded ****
        LSTRING_SaveBuildingShips
            "Lesson 02 - Building Ships"
            "Leçon 02 - Les chantiers astronautiques"
            "Lektion 02 - Schiffe bauen"
            "Lección 02 - Construcción de naves"
			"Lezione 02 - Costruire le astronavi"

//        LSTRING_BuildingOneL1
//            "First, select the mothership."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_BuildingOneL2
//            "Context-sensitive menus give you access to the capabilities of a specific ship.  They are accessed by right-clicking on a selected ship.  Bring up the context-sensitive menu for the Mothership by right-clicking on it."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_BuildingOneL3
//            "Now click on the Build option to bring up the Construction Manager."
//            "French stuff here"
//            "German stuff here"

        LSTRING_BuildManagerIntro
            "Welcome to the Build Manager.  Here you can build new ships for the fleet.  Click &N&e&x&t to continue."
            "Bienvenue dans l'Editeur de vaisseaux. Ici, vous pourrez construire de nouveaux vaisseaux pour votre flotte. Pour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Willkommen beim Produktions-Manager. Hier können Sie für Ihre Flotte neue Schiffe bauen. Klicken Sie auf &W&e&i&t&e&r."
            "Bienvenido al Administrador de construcción. Aquí puedes construir naves para la flota. Pulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Benvenuto nel menu di costruzione, dove puoi realizzare nuove astronavi per la tua flotta. Clicca su &A&v&a&n&t&i per continuare."

        LSTRING_BuildManagerRUCount
            "This is your RU count.  It displays the amount of Resource Units available for building.  Click &N&e&x&t to continue."
            "Ceci est votre inventaire de ressources, où figurent les Unités de Ressources disponibles pour la construction. Pour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Das hier ist Ihr RE-Anzeiger. Er gibt an, wie viele Rohstoffeinheiten für den Bau zur Verfügung stehen. Klicken Sie auf &W&e&i&t&e&r."
            "Éste es el contador de UR. Muestra las unidades de recursos que tienes disponibles para construir. Pulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Questo è il conteggio delle tue UR; mostra quante risorse hai a disposizione per costruire astronavi. Clicca su &A&v&a&n&t&i per procedere."

        LSTRING_BuildManagerShipList
            "This is the ship list.  It displays the ships available for building, their cost, and the number of ships in each build queue.  Click &N&e&x&t to continue."
            "Ceci est la liste des vaisseaux, qui indique quels types de vaisseaux sont disponibles, ainsi que leur coût, et le nombre de vaisseaux dans chaque ligne d'assemblage. Pour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Das hier ist die Schiffliste. Sie sehen hier die Schiffe, die gebaut werden können, ihre Kosten und die Anzahl der Schiffe in jeder Warteschlange. Klicken Sie auf &W&e&i&t&e&r."
            "Ésta es la lista de naves. Muestra las naves disponibles para la construcción, su precio y la cantidad de naves de cada cola de construcción. Pulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Questo è l'elenco delle astronavi. Mostra tutte le navi che puoi realizzare, il loro costo e il numero di astronavi della coda di produzione. Clicca su &A&v&a&n&t&i per proseguire."

//        LSTRING_BuildManagerShipWindow
//            "The pulsing window below is the ship window.  It displays the currently selected ship which can be rotated and zoomed using the standard camera controls."
//            "French stuff here"
//            "German stuff here"

        LSTRING_BuildManagerAddResCollector
            "Let's build some ships.   left click on the Resource Collector to select it."
            "Construisons quelques vaisseaux. Cliquez sur Collecteur de Ressouces avec le bouton gauche de la souris pour le sélectionner."
            "Dann bauen wir mal ein paar Schiffe. Linksklicken Sie auf das Rohstoffernteschiff, um es anzuwählen."
            "Vamos a construir unas cuantas naves.  Haz clic en el recolector de recursos para seleccionarlo."
			"Costruiamo qualche astronave. Clicca col pulsante sinistro sul Collettore di Risorse."

        LSTRING_BuildManagerIncrease
            "Left click again on the Resource Collector to add one to the build queue."
            "Cliquez de nouveau sur Collecteur de Ressouces avec le bouton gauche de la souris pour ajouter un vaisseau dans la ligne d'assemblage."
            "Mit einem weiteren Linksklick auf das Rohstoffernteschiff fügen Sie ein solches Schiff der Bau-Warteschlange hinzu."
            "Vuelve a hacer clic en el recolector de recursos para añadir uno a la cola de construcción."
			"Clicca nuovamente col pulsante sinistro sul Collettore di Risorse per aggiungerne uno alla coda di produzione."

        LSTRING_BuildManagerBuildRC
            "Left click on the &B&u&i&l&d button to begin construction."
            "Cliquez sur &C&o&n&s&t&r&u&c&t&i&o&n avec le bouton gauche de la souris pour le mettre en chantier."
            "Mit einem Linksklick auf die Schaltfläche &B&a&u&e&n beginnen Sie mit der Produktion."
            "Haz clic en el botón &C&o&n&s&t&r&u&i&r para dar comienzo a la construcción."
			"Clicca col pulsante sinistro sul pulsante &C&o&s&t&r&u&i&s&c&i per iniziare i lavori."

        LSTRING_BuildManagerIDProgressBar
            "Notice the progress bar.  This indicates how much of the ship has been built.  Click &N&e&x&t to continue."
            "Remarquez la barre de progression. Elle indique le stade de construction du vaisseau. Pour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Werfen Sie einen Blick auf die Fortschrittsanzeige. Sie zeigt an, wie viel von Ihrem Schiff bereits gebaut wurde. Klicken Sie auf &W&e&i&t&e&r."
            "Observa la barra de progreso. Indica en qué proporción está construida la nave. Pulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Nota la barra dei progressi: qui viene riportato l'avanzamento dei lavori. Clicca su &A&v&a&n&t&i per continuare."

        LSTRING_BuildManagerBuildResearchShip
            "Now add a Research Ship to the build queue.  left click twice on the Research Ship..."
            "Maintenant, ajoutez un Vaisseau de Recherche à la file d'attente. Double-cliquez sur le Vaisseau de Recherche avec le bouton gauche de la souris"
            "Fügen Sie der Warteschlange jetzt ein Forschungsschiff hinzu. Linksklicken Sie zweimal auf das Forschungsschiff ..."
            "Ahora, añade una nave de investigación a la cola de construcción. Haz clic dos veces en la nave de investigación..."
			"Ora aggiungi una Nave da Ricerca alla coda di produzione. Clicca due volte col pulsante sinistro sulla Nave da Ricerca..."

        LSTRING_BuildManagerHitBuildRS
            "...then left click on the &B&u&i&l&d button."
            "..puis cliquez sur &C&o&n&s&t&r&u&c&t&i&o&n avec le bouton gauche de la souris"
            "... und linksklicken Sie dann auf die Schaltfläche &B&a&u&e&n."
            "...y pulsa el botón &C&o&n&s&t&r&u&i&r."
			"… poi clicca col pulsante sinistro sul pulsante &C&o&s&t&r&u&i&s&c&i."

        LSTRING_BuildManagerBuildScouts
            "Now add 10 scouts to the build queue."
            "Maintenant, ajoutez 10 Eclaireurs à la file d'attente."
            "Fügen Sie der Warteschlange jetzt zehn Aufklärer hinzu."
            "Ahora, añade diez exploradores a la cola de construcción."
			"Ora aggiungi 10 Scout alla coda di produzione."

//        LSTRING_BuildManagerReduceScouts
//            "You've added too many Scouts.  You can reduce the number by rightclicking on the Scout"        // Continue POINTing at the Scout.. oops.. just noticed that this isn't used anymore since you cap it at 10
//            "French stuff here"
//            "German stuff here"

        LSTRING_BuildManagerHitBuildScouts
            "Good.  Now left click on the &B&u&i&l&d button to begin construction."
            "Bien. Maintenant, cliquez sur &C&o&n&s&t&r&u&c&t&i&o&n avec le bouton gauche de la souris pour les mettre en chantier."
            "Gut. Mit einem Linksklick auf die Schaltfläche &B&a&u&e&n beginnen Sie mit der Produktion."
            "Bien. Ahora, haz clic en el botón &C&o&n&s&t&r&u&i&r para dar comienzo a la construcción."
			"Bene. Ora clicca col pulsante sinistro sul pulsante &C&o&s&t&r&u&i&s&c&i per dare inizio ai lavori."

        LSTRING_BuildManagerProgressBars
            "Take a close look at the progress bar.  The darker top bar shows the progress of the ship currently being built. Click &N&e&x&t to continue. "
            "Observez bien la barre de progression. La barre foncée du haut indique le stade de construction du vaisseau. Pour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Schauen Sie sich die Fortschrittsanzeige genau an. Der dunklere Balken oben zeigt den Fortschritt des Schiffs an, das gerade im Bau ist. Klicken Sie auf &W&e&i&t&e&r. "
            "Observa detenidamente la barra de progreso. La parte superior, más oscura, muestra el progreso de la nave que se está construyendo actualmente. Pulsa &S&i&g&u&i&e&n&t&e para continuar. "
			"Esamina da vicino la barra dei progressi; quella più scura in alto mostra lo stato dei lavori della nave in costruzione. Clicca su &A&v&a&n&t&i per procedere."

        LSTRING_BuildManagerBottomProgressBar
            "And the lighter bottom bar shows the progress of the entire batch. Click &N&e&x&t to continue."
            "Et la barre plus claire en dessous indique le stade de progression de l'ensemble du groupe. Pour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Und der hellere Balken unten zeigt den Fortschritt des gesamten Auftrags an. Klicken Sie auf &W&e&i&t&e&r."
            "La parte inferior, más clara, muestra el progreso de todo el lote de construcción. Pulsa &S&i&g&u&i&e&n&t&e para continuar."
			"La barra inferiore più chiara, invece, mostra il progresso dell'intero lotto. Clicca su &A&v&a&n&t&i per continuare."

//        LSTRING_BuildManagerPause
//            "The Pause button will pause construction of any ships currently being built.  Try pausing the scouts batch by pressing on the Pause button. Or click on the Next button to move on."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_BuildManagerUnpause
//            "Now click on the Pause button again to resume building the scouts."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_BuildManagerCancel
//            "The Cancel button cancels construction of any ships currently being built.  Some Resource Units get lost when you do this, though, so we won't try it."
//            "French stuff here"
//            "German stuff here"

        LSTRING_BuildManagerClose
            "To exit the Build Manager, left click on the &C&l&o&s&e button or press [ESCAPE].  Construction will continue."
            "Pour quitter l'Editeur de Vaisseaux sans  interrompre la construction, cliquez sur &F&e&r&m&e&r avec le bouton gauche de la souris, ou appuyez sur la touche [ECHAP]. La construction ne s'arrêtera pas."
            "Sie verlassen den Produktions-Manager, indem Sie auf die Schaltfläche &S&c&h&l&e&i&s&s&e&n klicken oder auf [ESCAPE] drücken. Die Produktion läuft weiter."
            "Para salir del Administrador de construcción, haz clic en &C&e&r&r&a&r o pulsa la tecla [ESCAPE]. La construcción continúa."
			"Per uscire dal menu di costruzione, clicca col pulsante sinistro su &C&h&i&u&d&i, oppure premi 'ESC'. La produzione proseguirà."

//        LSTRING_BuildingShips
//            "While you continue the trainer, new ships will now pop out of the launch bay.  You can see some of them already.  left click the Next button to continue."
//            "French stuff here"
//            "German stuff here"


       //Lesson 3: Selecting Ships
       //**** this string does not get recorded ****
        LSTRING_SaveSelectingShips
            "Lesson 03 - Selecting and Focusing"
            "Leçon 03 - Sélection et cadrage"
            "Lektion 03 - Anwählen und fokussieren"
            "Lección 03 - Selección y enfoque"
			"Lezione 03 - Selezionare e centrare"

        LSTRING_LessonTitleSelecting
            "Lesson 3: Selecting and Focusing.\n\nClick &N&e&x&t to begin."
            "Leçon N° 3 : Sélection et cadrage.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Lektion 3: Anwählen und fokussieren\n\nKlicken Sie auf &W&e&i&t&e&r, um anzufangen."
            "Lección 3: Selección y enfoque\n\nHaz clic en &S&i&g&u&i&e&n&t&e para comenzar."
			"Lezione 3: Selezionare e centrare.\n\nClicca su &A&v&a&n&t&i per proseguire."

        LSTRING_SelectIntroZoomOut
            "Zoom out to bring the entire Mothership into view."
            "Faites un zoom arrière pour visualiser le Vaisseau Mère dans sa totalité."
            "Zoomen Sie weg, damit Sie das gesamte Mutterschiff sehen können."
            "Aleja la vista de cámara para presentar la Nave nodriza entera."
			"Riduci la visuale per vedere tutta l'Astronave Madre."

        LSTRING_SelectIntro
            "Select the Mothership by left clicking on it."
            "Cliquez sur le Vaisseau Mère avec le bouton gauche de la souris pour le sélectionner."
            "Wählen Sie das Mutterschiff mit einem Linksklick an."
            "Haz clic en la Nave nodriza para seleccionarla."
			"Seleziona l'Astronave Madre cliccandoci sopra col pulsante sinistro."

//        LSTRING_SelectBandboxTeach
//            "To create a bandbox, move your mouse pointer so it is at the top of the screen to the left of the Mothership.  Hold down the left mouse button and drag the mouse pointer to the bottom right of the Mothership."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_BandboxFinish
//            "Notice how you're forming a rectangle around the Mothership.  In addition, when the Mothership is properly bandboxed, another box appears around it.  Let go of the left mouse button."
//            "French stuff here"
//            "German stuff here"

        LSTRING_DeselectMothership
            "De-select it by left clicking on any empty space."
            "Pour annuler la sélection, cliquez sur un espace vide avec le bouton gauche de la souris."
            "Heben Sie die Markierung, also die Anwahl, wieder auf, indem Sie mit der linken Maustaste eine leere Stelle anklicken."
            "Para retirar la selección, haz clic en un espacio vacío."
			"Deselezionala cliccando col pulsante sinistro in una zona vuota dello schermo."

        LSTRING_BandboxMothership
            "Hold down the left mouse button and drag a selection box around the Mothership."
            "Maintenez le bouton gauche de la souris enfoncé et tracez un cadre de sélection autour du Vaisseau Mère."
            "Ziehen Sie mit gedrückter linker Maustaste einen Markierungsrahmen um das Mutterschiff auf."
            "Mantén pulsado el botón izquierdo del ratón y arrastra para crear un recuadro alrededor de la Nave nodriza."
			"Tieni premuto il pulsante sinistro e disegna un riquadro di selezione intorno all'Astronave Madre."

//        LSTRING_BandboxWrongShips
//            "You've accidently selected a ship other than the Mothership.  Make sure that when you're bandboxing the Mothership, only the Mothership selection rectangle is visible.  Bandbox the Mothership again."
//            "French stuff here"
//            "German stuff here"

        LSTRING_SelectInfoOverlay
            "At the top right of the screen is the Info Overlay.  It displays all the selected ships.  \nTo proceed, zoom the camera all the way out."
            "Dans le coin supérieur droit de l'écran se trouve le Cadran Info. On y voit tous les vaisseaux sélectionnés. \nPour continuer, faites un zoom arrière, jusqu'au maximum."
            "Oben rechts sehen Sie den Info-Bildschirm. Er zeigt alle markierten Schiffe an. \nUm weiterzugehen, zoomen Sie mit der Kamera ganz nach außen."
            "En la parte superior derecha de la pantalla aparece el panel transparente de información. Muestra todas las naves seleccionadas. Para seguir, aleja la vista de cámara tanto como puedas."
			"In alto a destra sullo schermo, si trova il settore delle informazioni, che mostra tutte le navi selezionate. Per procedere, riduci al minimo la visuale della telecamera."

        LSTRING_SelectInfoOverlayAlt
            "At the top right of the screen is the Info Overlay.  It displays all the selected ships.  \nClick &N&e&x&t to continue."
            "Dans le coin supérieur droit de l'écran se trouve le Cadran Info. On y voit tous les vaisseaux sélectionnés. \nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Oben rechts sehen Sie den Info-Bildschirm. Er zeigt alle markierten Schiffe an. \nKlicken Sie auf &W&e&i&t&e&r."
            "En la parte superior derecha de la pantalla aparece el panel transparente de información. Muestra todas las naves seleccionadas.\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"In alto a destra sullo schermo, si trova il settore delle informazioni, che mostra tutte le navi selezionate. \nClicca su &A&v&a&n&t&i per continuare."

        LSTRING_SelectBandboxAll
            "Now drag a single selection box around as many ships as you can."
            "Maintenant, tracez un cadre de sélection de manière à y inclure le plus grand nombre possible de vaisseaux."
            "Ziehen Sie jetzt einen großen Markierungsrahmen um so viele Schiffe wie möglich auf."
            "Ahora, arrastra un cuadro de selección alrededor de todas las naves que puedas."
			"Ora disegna un singolo riquadro di selezione intorno al maggior numero possibile di navi."

        LSTRING_SelectOverlayClick
            "Notice how the Info Overlay lists all the selected ships.  Click on the Resource Collector in the list to select it."
            "Remarquez dans le Cadran Info la liste de tous les vaisseaux sélectionnés. Cliquez sur le Collecteur de Ressources pour le sélectionner."
            "Achten Sie darauf, wie im Info-Bildschirm alle markierten Schiffe aufgelistet werden. Klicken Sie in der Liste auf das Rohstoffernteschiff, um es anzuwählen."
            "Observa que en el panel de información se enumeran todas las naves seleccionadas. Haz clic en el Recolector De Recursos, en la lista, para seleccionarlo."
			"Nota che nel settore delle informazioni sono elencate tutte le navi selezionate. Clicca sul Collettore di Risorse nell'elenco per selezionarlo."

        LSTRING_SelectResCollect
            "Now the Resource Collector is selected.\n\nClick &N&e&x&t to continue."
            "Le Collecteur de Ressources est sélectionné. \n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Das Rohstoffernteschiff ist jetzt angewählt.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "Ahora, el recolector de recursos está seleccionado\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Ora il Collettore di Risorse è selezionato.\n\nClicca su &A&v&a&n&t&i per continuare."

        LSTRING_FocusResCollect
            "Homeworld's camera always rotates around a ship or group of ships.  This is called the camera's focus.\n\nTo focus the camera on the Resource Collector, click your middle mouse button or press the [F] key."
            "La caméra de Homeworld se déplace toujours en arc de cercle autour d'un vaisseau ou d'une flottille : c'est son point focal de cadrage. \n\nPour cadrer le Collecteur de Ressources avec la caméra, cliquez sur le bouton central de la souris ou appuyez sur la touche [F]."
            "Die Kamera dreht sich bei Homeworld immer um ein Schiff oder eine Gruppe von Schiffen. Das wird Kamerafokus genannt.\n\nUm die Kamera auf das Rohstoffernteschiff zu fokussieren, klicken Sie mit der mittleren Maustaste oder drücken die [F]-Taste."
            "La cámara de Homeworld gira siempre alrededor de una nave o un grupo de naves. Se trata del enfoque de la cámara.\n\nPara enfocar el recolector de recursos, haz clic en él con el botón central del ratón o pulsa la tecla [F]."
			"La telecamera di Homeworld ruota sempre intorno a una nave o a un gruppo di navi: questa funzione si chiama centraggio.\n\nPer centrare la telecamera sul Collettore di Risorse, clicca il pulsante di mezzo del mouse oppure premi il tasto 'F'."

        LSTRING_SelectMoveCamera
            "Good.  Rotate the camera.  Zoom it in and out.  Notice the camera is centered around the Resource Collector.\n\nClick &N&e&x&t to continue."
            "Bien. Faites pivoter la caméra. Faites des zooms avant et arrière. Vous remarquez que le cadrage est toujours centré sur le Collecteur de Ressources. \n\nPour continuer, cliquez sur &S&u&i&v&a&n&t"
            "Gut. Drehen Sie die Kamera. Zoomen Sie ein und aus. Wie Sie sehen, ist die Kamera auf das Rohstoffernteschiff zentriert.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "Bien. Gira la cámara. Acerca y aleja el zoom. Observa que la cámara está centrada alrededor del recolector de recursos.\n\nHaz clic en &S&i&g&u&i&e&n&t&e para continuar."
			"Perfetto. Ruota la telecamera e usa lo zoom: nota che rimane sempre centrata sul Collettore di Risorse.\n\nClicca su &A&v&a&n&t&i per proseguire."

        LSTRING_CameraFocusAgain
            "Click the middle mouse button again, or press the [F] key again to zoom in as close as possible."
            "Cliquez de nouveau sur le bouton central de la souris, ou appuyez sur la touche [F], pour obtenir un zoom aussi rapproché que possible."
            "Klicken Sie nochmals mit der mittleren Maustaste oder drücken Sie erneut die [F]-Taste, um so nah wie möglich heranzuzoomen."
            "Pulsa de nuevo el botón central del ratón o la tecla [F] para acercar la cámara todo lo posible."
			"Clicca di nuovo sul pulsante di mezzo del mouse, oppure premi il tasto 'F' ancora una volta per ingrandire al massimo la visuale."

        LSTRING_SelectFocusIn
            "Zoom the camera out again to continue."
            "Faites un nouveau zoom arrière pour continuer"
            "Gehen Sie weiter, indem Sie die Kamera wieder nach außen zoomen."
            "Vuelve a alejar la cámara para continuar."
			"Riduci nuovamente la visuale per procedere."

        LSTRING_SelectScouts
            "You have a line of Scouts in front of the Mothership.  Hold down the left mouse button and drag a selection box around all of them."
            "Il y a une colonne d'Eclaireurs devant le Vaisseau Mère. Maintenez le bouton gauche de la souris enfoncé et tracez un cadre de sélection autour du groupe."
            "Vor dem Mutterschiff sehen Sie eine Reihe von Aufklärern. Ziehen Sie mit gedrückter linker Maustaste einen Markierungsrahmen um diese Schiffe herum auf."
            "Tienes una línea de exploradores delante de la Nave nodriza. Mantén pulsado el botón izquierdo del ratón y arrastra un cuadro de selección alrededor de todos ellos."
			"Davanti all'Astronave Madre si trova una fila di Scout: tieni premuto il pulsante sinistro e disegna un riquadro di selezione intorno a loro."

        LSTRING_SelectFocusScouts
            "Click the middle mouse button or press the [F] key."
            "Cliquez sur le bouton central de la souris, ou appuyez sur [F]."
            "Klicken Sie mit der mittleren Maustaste oder drücken Sie die [F]-Taste."
            "Pulsa el botón central del ratón o la tecla [F]."
			"Clicca il pulsante mediano del mouse, o premi il tasto 'F'."

        LSTRING_ScoutsCenteredFocusIn
            "Now the camera is focused on all your Scouts.  Click the middle mouse button or press the [F] key again."
            "Maintenant, les Eclaireurs deviennent le point de référence de la caméra. Cliquez de nouveau sur le bouton central de la souris, ou appuyez sur [F]."
            "Jetzt ist die Kamera auf Ihre Aufklärer fokussiert. Klicken Sie mit der mittleren Maustaste oder drücken Sie nochmals die [F]-Taste."
            "Ahora, la cámara enfoca todos tus exploradores. Pulsa de nuevo el botón central del ratón o la tecla [F]."
			"Ora la telecamera è centrata su tutti i tuoi Scout. Clicca nuovamente il pulsante di mezzo del mouse o premi il tasto 'F'."

        LSTRING_ScoutsCloseup
            "Now we're zoomed in on the Scouts.  Move the camera around to take a look at them.\n\nClick the &N&e&x&t button to continue."
            "Maintenant, nous avons les Eclaireurs en gros plan. Manoeuvrez la caméra pour bien les observer.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Jetzt sind wir an die Aufklärer herangezoomt. Bewegen Sie die Kamera herum, um einen intensiven Blick auf die Schiffe zu werfen.\n\nKlicken Sie auf &W&e&i&t&e&r, um anzufangen."
            "Ahora hemos acercado la cámara a los exploradores. Gírala a su alrededor para observarlos detenidamente.\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Adesso la visuale degli Scout è ingrandita: sposta la telecamera per osservarli meglio.\n\nClicca sul pulsante &A&v&a&n&t&i per continuare."

        LSTRING_SelectFocusPractice
            "Take some time to practice selecting and focusing.  When the action heats up, it's important to be comfortable with these controls.\n\nWhen you're ready to move on, click the &N&e&x&t button."
            "Prenez le temps de vous entraîner à sélectionner et à cadrer. Quand on est dans le feu de l'action, il est important de bien maîtriser ces fonctions.\n\nQuand vous êtes prêt à continuer, cliquez sur &S&u&i&v&a&n&t."
            "Nehmen Sie sich etwas Zeit und üben Sie Anwahl und Fokussierung. Wenn es auf dem Bildschirm heiß zugeht, ist es wichtig, diese Steuerung im Schlaf zu beherrschen.\n\nWenn Sie bereit für etwas Neues sind, klicken Sie auf &W&e&i&t&e&r."
            "Dedica un rato a practicar con la selección y el enfoque. Cuando las cosas se pongan difíciles, será mejor que estés familiarizado con estos controles.\n\nCuando estés listo para seguir, pulsa el botón &S&i&g&u&i&e&n&t&e."
			"Cerca di fare pratica con la selezione e il centraggio della telecamera; quando la situazione si farà difficile, ti sarà utile saper controllare al meglio queste funzioni.\n\nQuando sei pronto a proseguire, clicca sul pulsante &A&v&a&n&t&i."

//        LSTRING_SelectResCollDescription
//            "The resource collector is used to harvest resource units for construction.  You need to issue the order for it to start working, click Next to find out how."
//            "French stuff here"
//            "German stuff here"

        LSTRING_SelectResourceCollectorFirst
            "Select the Resource Collector, focus on it and zoom in until you're reasonably close."
            "Sélectionnez le Collecteur de Ressources, cadrez-le et faites un zoom suffisamment rapproché."
            "Wählen Sie das Rohstoffernteschiff an, fokussieren Sie es und zoomen Sie ziemlich nah heran."
            "Selecciona el recolector de recursos, enfócalo y acerca la cámara hasta tener una buena vista."
			"Seleziona il Collettore di Risorse, centra la visuale su di esso e ingrandiscila fino a quando sarai molto vicino."

        LSTRING_SelectResCollHealthBar
            "This is the ship's health bar.  It indicates the ship is selected.  If the ship gets damaged, the green bar will shrink and change color.\n\nClick &N&e&x&t to continue."
            "Ceci est la barre de vie du vaisseau. Elle indique que le vaisseau est sélectionné. Si le vaisseau subit des dégâts, la barre verte rétrécira et changera de couleur. \n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Das ist die Zustandsanzeige des Schiffs. Sie bezieht sich auf das angewählte Schiff. Ist das Schiff beschädigt, wird der grüne Balken kleiner und verändert seine Farbe.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "Ésta es la barra de salud de la nave. Indica que la nave está seleccionada. Si sufre daños, la barra verde se reduce y cambia de color.\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Questa è la barra dell'energia dell'astronave, e fa riferimento alla nave selezionata. Quando essa subisce dei danni, la mappa si accorcia e cambia colore.\n\nClicca su &A&v&a&n&t&i per procedere."

        LSTRING_SelectResCollContextMenu
            "When selected, a ship's functions are accessible through its rightclick menu.\n\nRight click on the Resource Collector to bring up this menu."
            "Lorsqu'un vaisseau est sélectionné, ses fonctions sont accessibles à partir du menu du bouton droit de la souris. \n\nCliquez sur le Collecteur de Ressources avec le bouton droit de la souris pour afficher ce menu."
            "Die Funktionen eines angewählten Schiffs sind über sein Rechtsklick-Menü erreichbar.\n\nEin Rechtsklick auf das Rohstoffernteschiff ruft dieses Menü auf."
            "Es posible acceder a las funciones de la nave seleccionada por medio del menú contextual.\n\nHaz clic derecho en el recolector de recursos para abrir el menú de la nave."
			"Quando una nave è selezionata, le sue funzioni sono accessibili tramite il menu che compare cliccando col pulsante destro.\n\nClicca col pulsante destro sul Collettore di Risorse per aprire questo menu."

        LSTRING_SelectResCollDescribeContextMenu
            "Begin harvesting by left clicking on &H&a&r&v&e&s&t in the menu."
            "Commencez votre collecte en cliquant sur &C&o&l&l&e&c&t&e avec le bouton gauche de la souris dans le menu."
            "Beginnen Sie mit der Ernteaktion, indem Sie im Menü auf &E&r&n&t&e&n linksklicken."
            "Para empezar a recolectar, haz clic en el comando &R&e&c&o&l&e&c&t&a&r de este menú."
			"Comincia la raccolta di risorse cliccando col pulsante sinistro su &R&a&c&c&o&g&l&i, nel menu."

        LSTRING_SelectResCollCollecting
            "The Resource Collector will now find the nearest resources to harvest.  Note that you can still rotate and zoom the camera while it moves.\n\nClick &N&e&x&t to continue."
            "Le Collecteur de Ressources va maintenant localiser les ressources les plus proches. Vous remarquez que vous pouvez toujours changer l'orientation de la caméra et faire des zooms pendant les déplacements.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Das Rohstoffernteschiff sucht jetzt nach den nächsgelegenen Rohstoffen, um diese einzusammeln. Beachten Sie, dass Sie während der Bewegung nach wie vor die Kamera drehen und zoomen können.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "El recolector de recursos se dirigirá al recurso más cercano para recolectar. Ten en cuenta que puedes seguir girando la cámara y haciendo zoom mientras se mueve.\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Il Collettore di Risorse troverà la più vicina fonte utilizzabile di risorse. Nota che durante i suoi movimenti puoi spostare e modificare la visuale.\n\nClicca su &A&v&a&n&t&i per continuare."

        LSTRING_SelectFocusResearchShip
            "To move on to the next lesson, select and focus on the Research Ship.  To help you find it, I have drawn a pointer to it."
            "Pour passer à la leçon suivante, sélectionnez et cadrez sur le Vaisseau de Recherche. Un pointeur vous permet de le localiser"
            "Um zur nächsten Lektion weiterzugehen, wählen Sie das Forschungsschiff an und lenken den Fokus darauf. Als kleine Hilfe habe ich es mit einem Zeiger markiert."
            "Para pasar a la lección siguiente, selecciona la nave de investigación y enfócala. Para ayudarte a encontrarla la hemos señalado con una flecha."
			"Per passare alla prossima lezione, seleziona la Nave da Ricerca e centra su di essa la visuale. Per aiutarti a trovarla, è evidenziata con un puntatore."

        //Researching
        //**** this string does not get recorded ****
        LSTRING_SaveResearch
            "Lesson 04 - Researching Technology"
            "Leçon 04 - La Recherche Technologique"
            "Lektion 04 - Technologie erforschen"
            "Lección 04 - Investigación tecnológica"
			"Lezione 04 - Ricercare nuove tecnologie"

        LSTRING_LessonTitleResearch
            "Lesson 4: Researching Technology\n\nClick &N&e&x&t to begin."
            "Leçon N° 4 : La Recherche Technologique\n\nPour commencer, cliquez sur &S&u&i&v&a&n&t."
            "Lektion 4: Technologie erforschen\n\nKlicken Sie auf &W&e&i&t&e&r, um anzufangen."
            "Lección 4: Investigación tecnológica\n\nHaz clic en &S&i&g&u&i&e&n&t&e para comenzar."
			"Lezione 4: Ricercare nuove tecnologie.\n\nClicca su &A&v&a&n&t&i per cominciare."

        LSTRING_ResearchIntro
            "This is a Research Ship.  The more you have of these, the faster you can research.\n\nTo access the Research Manager, bring up the taskbar by moving your cursor to the bottom of the screen."
            "Ceci est un Vaisseau de Recherche. Plus vous en avez, plus vos recherches progressent rapidement.\n\nPour accéder au Gestionnaire de Recherche, déplacez votre curseur vers le bas de l'écran et faites apparaître la barre de tâches."
            "Das hier ist ein Forschungsschiff. Je mehr Exemplare Sie von diesem Schiffstyp besitzen, desto schneller können Sie die Forschungen vorantreiben.\n\nSie gelangen in den Forschungs-Manager, indem Sie die Taskleiste sichtbar machen. Schieben Sie dazu den Cursor an den unteren Bildschirmrand."
            "Ésta es una nave de investigación. Cuantas más tengas, más rápidamente avanzará tu investigación.\n\nPara acceder al Administrador de investigación, lleva el cursor a la parte inferior de la pantalla para mostrar la barra de tareas."
			"Questa è una nave da ricerca: più vascelli di questo tipo hai, più velocemente possono progredire le tue ricerche.\n\nPer accedere al menu delle ricerche, apri la barra delle applicazioni portando il cursore del mouse in fondo allo schermo."

        LSTRING_TaskbarResearchManagerButton
            "This button brings up the Research Manager.  left click on it now."
            "Ce bouton fait apparaître le Gestionnaire de Recherche. Cliquez dessus avec le bouton gauche de la souris."
            "Dieser Button ruft den Forschungs-Manager auf. Klicken Sie ihn jetzt mit der linken Maustaste an."
            "Este botón abre el Administrador de investigación  Haz clic en él."
			"Questo pulsante apre il menu delle ricerche. Cliccaci sopra con il pulsante sinistro."

        LSTRING_ResearchManagerScreen
            "Welcome to the Research Manager.  Here you can research technology which will make new ship types available for construction.\n\nClick &N&e&x&t to continue."
            "Bienvenue dans le Gestionnaire de Recherche. C'est ici que vous pourrez faire des découvertes technologiques qui permettront la construction de nouveaux types de vaisseaux.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Willkommen beim Forschungs-Manager. Hier können Sie Technologien erforschen, mit deren Hilfe der Bau neuer Schiffstypen möglich wird.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "Bienvenido al Administrador de investigación. Aquí puedes investigar las tecnologías que te permitirán construir nuevos tipos de naves.\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Benvenuto nel menu delle ricerche: qui puoi sviluppare nuove tecnologie, che ti permetteranno di realizzare nuovi modelli di astronave.\n\nClicca su &A&v&a&n&t&i per proseguire."

        LSTRING_ResearchManagerTopicWindow
            "This window displays the technology list.  Here you select the technologies to research.\n\nClick &N&e&x&t to continue."
            "Cette fenêtre comporte une liste des domaines technologiques, vous y sélectionnez le champ de vos recherches.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "In diesem Fenster sehen Sie die Technologieliste. Hier wählen Sie die zu erforschende Technologie aus.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "Esta ventana muestra la lista de tecnologías. Aquí puedes elegir la que deseas investigar.\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Questa finestra contiene l'elenco delle tecnologie. Qui puoi selezionare quello che vuoi ricercare.\n\nClicca su &A&v&a&n&t&i per continuare."

//        LSTRING_ResearchManagerWrongTopic
//            "No, that is the &C&a&p&i&t&a&l &S&h&i&p &E&n&g&i&n&e technology.  The white dot beside it indicates that the topic has already been researched.  You want to research a &N&E&W technology.  Like the &C&a&p&i&t&a&l &S&h&i&p &C&h&a&s&s&i&s technology.  Select that one!"
//            "French stuff here"
//            "German stuff here"

//        LSTRING_ResearchManagerClickInfo
//            "Left click your mouse on the flashing button below labelled Info."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_ResearchManagerTopicDescription
//            "The large window to the right of the topic window describes the Research topic you have selected.  Looks cool.  Let's research it!  left click on the &R&e&s&e&a&r&c&h button."
//            "French stuff here"
//            "German stuff here"

        LSTRING_ResearchManagerGreenDot
            "The green dot indicates that Capital Ship Drive technology has already been researched.\n\nClick &N&e&x&t to continue."
            "Le point vert indique que la technologie de propulseur d'Unité lourde fait déjà l'objet d'un programme de recherche.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Der grüne Punkt zeigt an, dass die Technologie für den Schlachtschiffantrieb bereits erforscht wurde.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "La marca verde indica que la tecnología de propulsión de Nave capital ya está investigada.\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Il punto verde indica che la tecnologia del motore della Nave da Guerra nemica è già stata sviluppata.\n\nClicca su &A&v&a&n&t&i per procedere."

        LSTRING_ResearchManagerSelectTech
            "Left click on the Capital Ship Chassis technology to select it."
            "Sélectionnez Technologie de Châssis d'Unité Lourde en cliquant dessus avec le bouton gauche de la souris."
            "Linksklicken Sie auf die Schlachtschiff-Chassis-Technologie, um sie anzuwählen."
            "Haz clic en la tecnología de chasis de Nave capital para seleccionarla."
			"Clicca col pulsante sinistro sulla tecnologia della Struttura dell'Astronave da Guerra per selezionarla."


        LSTRING_ResearchManagerTopicDescription
            "Left click on the &R&e&s&e&a&r&c&h button."
            "Cliquez sur &R&e&c&h&e&r&c&h&e avec le bouton gauche de la souris"
            "Linksklicken Sie auf die Schaltfläche &F&o&r&s&c&h&e&n."
            "Pulsa el botón &I&n&v&e&s&t&i&g&a&r."
			"Clicca col sinistro sul pulsante &R&i&c&e&r&c&a."

        LSTRING_ResearchManagerResearching
            "Notice that the technology has a progress bar.  This indicates how much research has been done.\n\nClick &N&e&x&t to continue."
            "Remarquez la barre de progression. Elle indique le stade où en est la recherche.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Werfen Sie einen Blick auf die Fortschrittsanzeige der Technologie. Sie zeigt an, wie weit die Forschungsarbeiten bereits vorangeschritten sind.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "Observa que la tecnología tiene una barra de progreso. Esta barra indica el avance de la investigación.\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Nota che esiste una barra dei progressi anche per la tecnologia; essa indica la percentuale di ricerche svolte.\n\nClicca su &A&v&a&n&t&i per proseguire."

        LSTRING_ResearchManagerClose
            "Left click on the &C&l&o&s&e button to exit the Research Manager."
            "Pour quitter le Gestionnaire de Recherche, cliquez sur &F&e&r&m&e&r avec le bouton gauche de la souris."
            "Mit einem Linksklick auf die Schaltfläche &S&c&h&l&i&e&s&s&e&n verlassen Sie den Forschungs-Manager."
            "Haz clic en el botón &C&e&r&r&a&r para salir del Administrador de investigación."
			"Clicca col pulsante sinistro su &C&h&i&u&d&i per uscire dal menu della ricerca."


//        LSTRING_SaveGroupSelect
//            "Group Selection"
//            "French stuff here"
//            "German stuff here"

//        LSTRING_LessonTitleGroupSelect
//            "Lesson 5: Group Selection"
//            "French stuff here"
//            "German stuff here"

//        LSTRING_GroupSelectIntro
//            "Selecting is a very fundamental part of the game, so I'm going to teach you a few more tricks.  To begin this lesson, select then focus on all the scouts in front of your Mothership.  You may have to move the camera to see them."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_GroupSelectNotEnoughScouts
//            "You have not selected all the scouts.  There are 10 of them.  Try again!"
//            "French stuff here"
//            "German stuff here"

//        LSTRING_GroupSelectBandbox
//            "You can select all the scouts by dragging a bandbox around the ships.  Try it now!"
//            "French stuff here"
//            "German stuff here"

//        LSTRING_GroupSelectNotEnoughScoutsSel
//            "You did not drag a bandbox around &a&l&l the scouts.  There are 10 of them.  Try again!"
//            "French stuff here"
//            "German stuff here"

//        LSTRING_GroupSelectDeselect
//            "You can deselect all your ships by clicking the mouse in an empty area on the screen.  Try deselecting your ships."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_GroupSelectClick
//            "Click your mouse on a single scout."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_GroupSelectClickDescription
//            "Notice that the entire group of scouts was selected.  Click on a single scout again.  It does not necessarily have to be the same scout."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_GroupSelectClickOneScoutFocus
//            "Now only one scout is selected.  Click your middle mouse button, or press the &F key.'"
//            "French stuff here"
//            "German stuff here"

//        LSTRING_GroupSelectShift
//            "Notice the focus changed to the scout you selected.  Now move the camera until you can see your Resource Collector again.  Hold down the &S&h&i&f&t key and select the Resource Collector."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_GroupSelectShiftWrongShips
//            "You have selected the wrong ship.  Try again: Click twice on a single scout to select it on it's own, then hold down the &S&h&i&f&t key and select the Research Ship."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_GroupSelectShiftTooManyShips
//            "You have selected too many ships.  Try again: Click twice on a single scout to select it on it's own, then hold down the &S&h&i&f&t key and select the Research Ship."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_GroupSelectShiftFocus
//            "Now click the middle mouse button or hit the F key."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_GroupSelectShiftFocusPractice
//            "The &S&h&i&f&t key adds ships to your selection.  Practice selecting ships and focusing the camera on different ships.  Click on the Next button when you're ready to move on."
//            "French stuff here"
//            "German stuff here"

        //Lesson 7: Moving Ships
        //**** this string does not get recorded ****
        LSTRING_SaveMovingShips
            "Lesson 05 - Moving Ships"
            "Leçon 05 - Déplacement des vaisseaux"
            "Lektion 05 - Schiffe bewegen"
            "Lección 05 - Movimiento de naves"
			"Lezione 05 - Muovere le astronavi"

        LSTRING_LessonTitleMove
            "Lesson 5: Moving Ships\n\nClick &N&e&x&t to begin."
            "Leçon N° 5 : Déplacement des vaisseaux\n\nPour commencer, cliquez sur &S&u&i&v&a&n&t."
            "Lektion 5: Schiffe bewegen\n\nKlicken Sie auf &W&e&i&t&e&r, um anzufangen."
            "Lección 5: Movimiento de naves\n\nHaz clic en &S&i&g&u&i&e&n&t&e para comenzar."
			"Lezione 5: Muovere le astronavi\n\nClicca su &A&v&a&n&t&i per cominciare."

        LSTRING_MoveSelectScouts
            "Now it's time to move your 10 Scouts.  Zoom out and select them all."
            "A présent déplacez vos 10 Eclaireurs. Faites un zoom arrière et sélectionnez-les tous."
            "Jetzt wollen wir Ihre 10 Aufklärer mal bewegen. Zoomen Sie weit nach draußen und wählen Sie sie alle an."
            "Ha llegado el momento de mover los diez exploradores. Aleja la cámara y selecciónalos todos."
			"Ora è il momento di muovere i tuoi 10 Scout. Riduci la visuale e selezionali tutti."

        LSTRING_MoveFocusScouts
            "Focus on the scouts."
            "Cadrez les Eclaireurs avec la caméra"
            "Fokussieren Sie auf die Aufklärer."
            "Enfoca los exploradores."
			"Centra la visuale sugli Scout."

        LSTRING_MoveCameraOverview
            "Now rotate the camera so we're looking straight down on the Scouts."
            "Maintenant, faites pivoter la caméra pour avoir une vue aérienne des Eclaireurs."
            "Drehen Sie jetzt die Kamera so, dass wir direkt von oben auf die Aufklärer sehen."
            "Ahora, gira la cámara para verlos desde arriba."
			"Ora ruota la telecamera in modo da guardare direttamente verso gli Scout."

        LSTRING_MoveCameraZoomOut
            "Lastly, zoom out as far as you can."
            "Faites enfin un zoom arrière, aussi large que possible."
            "Zoomen Sie dann die Kamera heraus so weit es geht."
            "Por último, aleja la cámara tanto como puedas."
			"Adesso riduci al minimo la visuale."

        LSTRING_MoveContextMenu
            "This gives us a nice view for moving the ships.  Rightclick on one of the Scouts to bring up its menu."
            "Ceci nous donne un point de vue avantageux pour le déplacement des vaisseaux. Cliquez sur un des Eclaireurs avec le bouton droit de la souris pour faire apparaître son menu"
            "Das gibt uns einen guten Überblick, wenn wir die Schiffe bewegen. Mit einem Rechtsklick auf einen der Aufklärer rufen Sie sein Menü auf."
            "Así tendrás una buena visión para mover las naves. Haz clic derecho en uno de los exploradores para abrir su menú contextual."
			"In questo modo, hai ottenuto una visuale ottima per muovere le navi: clicca col pulsante destro su uno degli Scout per aprire il suo menu."

        LSTRING_MoveSelectMove
            "Select the &M&o&v&e option from the menu."
            "Sélectionnez l'option &D&é&p&l&a&c&e&r dans le menu"
            "Wählen Sie in dem Menü die Option &B&e&w&e&g&e&n."
            "Selecciona &D&e&s&p&l&a&z&a&r en el menú."
			"Seleziona l'opzione &M&u&o&v&i dal menu."

        LSTRING_MovePizzaDishIntro
            "This is the Movement Disc.  left click anywhere on the screen to move the Scouts there."
            "Ceci est le Disque de Déplacement. Cliquez n'importe où sur l'écran avec le bouton gauche de la souris pour y déplacer les Eclaireurs."
            "Das ist die Bewegungsscheibe. Linksklicken Sie auf eine beliebige Stelle des Bildschirms, um die Aufklärer an diese Position zu bewegen."
            "Éste es el disco de movimiento. Haz clic en cualquier lugar de la pantalla para desplazar a él los exploradores."
			"Questo è il disco di movimento: clicca col pulsante sinistro in un punto qualsiasi dello schermo e gli Scout lo raggiungeranno."

        LSTRING_MoveScoutsMove
            "Moving ships is very important, so let's try it again.\n\nClick &N&e&x&t to continue."
            "Le déplacement des vaisseaux a une importance capitale, alors faisons un autre essai.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Schiffe zu bewegen ist sehr wichtig. Wiederholen wir den Ablauf also gleich noch mal.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "El movimiento de naves es muy importante, así que vamos a probar otra vez.\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Il movimento delle navi è molto importante, per cui proviamoci di nuovo.\n\nClicca su &A&v&a&n&t&i per procedere."

        LSTRING_MoveHitM
            "As a shortcut, bring up the Movement Disc by pressing the [M] key."
            "Un raccourci vous permet de faire apparaître le Disque de Déplacement : appuyez sur la touche [D]."
            "Die Taste [W] ist das Tastaturkürzel, mit dem Sie die Bewegungsscheibe aufrufen können."
            "También puedes presentar el disco de movimiento pulsando la tecla [D]."
			"Per fare più velocemente, puoi far comparire il disco di movimento premendo il tasto 'M'."

        LSTRING_MoveCameraPizzaDish
            "This time, rotate and zoom the camera before issuing the move command."
            "Cette fois, faites pivoter la caméra et faites un zoom avant de donner l'ordre de déplacement."
            "Drehen und zoomen Sie die Kamera dieses Mal, bevor Sie den BEWEGEN-Befehl geben."
            "Esta vez, gira y aleja la cámara antes de impartir la orden de movimiento."
			"Questa volta, ruota e modifica la visuale della telecamera prima di inviare il comando di movimento."

        LSTRING_MoveHitM2
            "Now let's try moving in 3D.  Bring up the Movement Disc again."
            "Maintenant, essayons les déplacements en 3D. Faites de nouveau apparaître le Disque de Déplacement."
            "Und jetzt üben wir die Bewegung im dreidimensionalen Raum. Rufen Sie die Bewegungsscheibe wieder auf."
            "Ahora vamos a probar el movimiento tridimensional. Presenta de nuevo el disco de movimiento."
			"Ora passiamo al movimento in 3D: fai comparire di nuovo il disco di movimento."


//        LSTRING_MoveCameraNearlyHorizontal
//            "Move the camera to a nearly horizontal position."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_MoveNearlyHorizontalMoveTarget
//            "Now try moving the destination target around."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_MoveFixAngle
//            "Notice how difficult it is to select a destination.  It is much easier to select your destination when the camera is higher than the ship you're moving.  Move the camera back up until you're looking down on your ships at a 45 degree angle."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_MoveHoldShift
//            "Let's try another feature of the Pizza dish.  Hold down the SHIFT-key and move the mouse up and down."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_MoveShift
//            "The SHIFT-key allows you to change the height of your destination. "
//            "French stuff here"
//            "German stuff here"

        LSTRING_MoveUp
            "Hold the [SHIFT] key and drag the mouse up or down to change the height of your destination point.\n\nWhen you have found an acceptable height, release the [SHIFT] key."
            "Maintenez la touche [MAJ] enfoncée et faites glisser la souris vers le haut ou vers le bas pour déterminer la hauteur de votre point d'arrivée.\n\nLorsque vous avez trouvé la hauteur appropriée, relâchez la touche [MAJ]."
            "Halten Sie die [UMSCHALTEN]-Taste gedrückt und ziehen Sie die Maus nach oben oder unten, um die Höhe Ihres Zielpunkts zu verändern.\n\nWenn Sie eine passende Höhe gefunden haben, lassen Sie die [UMSCHALTEN]-Taste wieder los."
            "Mantén pulsada la tecla [MAYÚS] y arrastra el ratón arriba o abajo para cambiar la altura del punto de destino.\n\nCuando hayas encontrado una altura aceptable, suelta la tecla [MAYÚS]."
			"Tieni premuto il tasto 'Shift' e sposta il mouse su e giù per modificare l'altezza del punto di destinazione.\n\nQuando hai trovato un'altezza soddisfacente, lascia andare il tasto 'Shift'."

        LSTRING_MoveUpRelease
            "Now the height of the destination is fixed.  Drag the mouse to move the destination cursor at this level.\n\nleft click to move the Scouts in 3D."
            "Maintenant, la hauteur du point d'arrivée est fixée. Faites glisser la souris pour déplacer le curseur de destination sur cet axe.\n\nCliquez avec le bouton gauche de la souris pour mettre les Eclaireurs en 3D."
            "Die Höhe des Zielpunkts steht jetzt fest. Verschieben Sie die Maus, um den Ziel-Cursor auf diesem Level zu bewegen.\n\nLinksklicken Sie, um die Aufklärer in 3D zu bewegen."
            "Ahora está fijada la altura de destino. Arrastra el ratón para llevar el cursor de destino a este nivel.\n\nHaz clic para mover los exploradores en tres dimensiones."
			"Hai così fissato l'altezza della destinazione. Sposta il mouse per muovere il cursore di destinazione a questo livello.\n\nClicca col pulsante sinistro per muovere gli Scout in 3D."

        LSTRING_MovePractice
            "Nice work!  Take some time to practice horizontal and vertical movement.\n\nWhen you feel comfortable with these controls, click &N&e&x&t."
            "Beau travail ! Prenez le temps de vous entraîner aux déplacements horizontaux et verticaux.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Gute Arbeit! Üben Sie die horizontalen und vertikalen Bewegungen ein bisschen.\n\nWenn Sie sich mit diesem Element der Steuerung vertraut gemacht haben, klicken Sie auf &W&e&i&t&e&r."
            "Buen trabajo. Dedica un rato a practicar con los movimientos horizontal y vertical.\n\nCuando te sientas cómodo con estos controles, pulsa &S&i&g&u&i&e&n&t&e."
			"Ottimo lavoro! Cerca di fare pratica con i movimenti orizzontali o verticali.\n\nQuando pensi di aver ormai capito il meccanismo, clicca su &A&v&a&n&t&i."

        //Lesson 7: Sensors Manager
        //**** this string does not get recorded ****
        LSTRING_SMSave
            "Lesson 06 - The Sensors Manager"
            "Leçon 06 - Le Gestionnaire de Cap"
            "Lektion 06 - Der Sensor-Manager"
            "Lección 06 - Administrador de sensores"
			"Lezione 06 - Il sistema dei sensori"

        LSTRING_LessonTitleSM
            "Lesson 6: The Sensors Manager\n\nClick &N&e&x&t to begin."
            "Leçon N° 6 : Le Gestionnaire de Cap\n\nPour commencer, cliquez sur &S&u&i&v&a&n&t."
            "Lektion 6: Der Sensor-Manager\n\nKlicken Sie auf &W&e&i&t&e&r, um anzufangen."
            "Lección 6: El Administrador de sensores\n\nHaz clic en &S&i&g&u&i&e&n&t&e para comenzar."
			"Lezione 6: Il sistema dei sensori\n\nClicca su &A&v&a&n&t&i per cominciare."

        LSTRING_SMIntro
            "The Sensors Manager is Homeworld's large-scale map.\n\nTo access it, first bring up the taskbar at the bottom of your screen."
            "Le Gestionnaire de Cap est une carte générale de Homeworld.\n\nPour y accéder, commencez par faire apparaître la barre de tâches au bas de l'écran."
            "Der Sensor-Manager übernimmt bei Homeworld die Funktion einer großen Übersichtskarte.\n\nRufen Sie zunächst die Taskleiste am unteren Bildschirmrand auf, um zu diesem Manager zu gelangen."
            "El Administrador de sensores es un mapa a gran escala de Homeworld.\n\nPara acceder a él, lleva el cursor a la parte inferior de la pantalla para mostrar la barra de tareas."
			"Il sistema dei sensori è una mappa su larga scala di Homeworld.\n\nPer accedervi, comincia con l'aprire la barra delle applicazioni, in fondo allo schermo."

        LSTRING_SMPressSensors
            "Left click on this button to enter the Sensors Manager."
            "Cliquez sur ce bouton avec le bouton gauche de la souris pour accéder au Gestionnaire de Cap."
            "Linksklicken Sie auf diese Schaltfläche, um auf den Sensor-Manager zuzugreifen."
            "Haz clic en este botón para entrar en el Administrador de sensores."
			"Clicca col pulsante sinistro su questo pulsante per aprire il sistema dei sensori."

        LSTRING_SMSensorsManager
            "Welcome to the Sensors Manager.  From here you can get an overview of your surroundings and move your ships long distances.\n\nNotice that you can still rotate and zoom the camera.\n\nClick the &N&e&x&t button to continue."
            "Bienvenue dans le Gestionnaire de Cap. D'ici, vous obtiendrez une vue d'ensemble de votre situation et pourrez déplacer vos vaisseaux sur de longues distances. Vous remarquez que vous pouvez toujours changer la caméra d'orientation et faire des zooms.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Willkommen beim Sensor-Manager. Von hier aus können Sie einen Überblick über Ihre Umgebung erhalten und Ihre Schiffe über große Entfernungen bewegen.\n\nWie Sie sehen, können Sie die Kamera auch weiterhin drehen und zoomen.\n\nKlicken Sie auf &W&e&i&t&e&r, um anzufangen."
            "Bienvenido al Administrador de sensores. Desde aquí puedes tener una vista general de tu entorno y desplazar las naves a distancias largas.\n\nObserva que puedes seguir girando la cámara y usando el zoom.\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Benvenuto nel sistema dei sensori: da qui puoi gettare una vista d'insieme su quanto ti circonda e muovere le tue astronavi su lunghe distanze.\n\nNota che puoi anche ruotare la telecamera e usare lo zoom.\n\nClicca su &A&v&a&n&t&i per continuare."

        LSTRING_SMDescriptionMoShip
            "This is your Mothership."
            "Ceci est votre Vaisseau Mère."
            "Das ist Ihr Mutterschiff."
            "Ésta es tu Nave nodriza."
			"Questa è la tua Astronave Madre."
			
        LSTRING_SMDescriptionGreenDot
            "The green points represent your ships."
            "Les points verts représentent vos vaisseaux."
            "Die grünen Punkte repräsentieren Ihre Schiffe."
            "Los puntos verdes representan tus naves."
			"I punti verdi rappresentano le tue astronavi."

        LSTRING_SMDescriptionRedDot
            "The red points represent enemy ships."
            "Les points rouges représentent les vaisseaux ennemis."
            "Die roten Punkte repräsentieren feindliche Schiffe."
            "Los puntos rojos representan las naves enemigas."
			"I punti rossi rappresentano le astronavi nemiche."

        LSTRING_SMDescriptionLgBrownDot
            "The large brown points represent harvestable resources."
            "Les gros points marrons représentent les ressources prêtes pour la collecte."
            "Die großen braunen Punkte stellen abbaubare Rohstoffe dar."
            "Los puntos marrones grandes representan los recursos que se pueden recolectar."
			"I grandi punti marroni indicano le risorse che puoi utilizzare."

        LSTRING_SMDescriptionSmBrownDot
            "The small brown points represent space dust that cannot be collected."
            "Les petits points marrons représentent de la poussière sidérale qui échappe au ramassage."
            "Die kleinen braunen Punkte repräsentieren Staubteilchen, die nicht gesammelt werden können."
            "Los pequeños puntos marrones representan el polvo espacial que no se puede recolectar."
			"I punti marroni piccoli sono detriti spaziali, completamente inutili."


//        LSTRING_SMMoveCamera
//            "The Homeworld camera works exactly the same here.  Try moving the camera around and zooming in and out to get a feel for this screen.  Click the Next button when you're ready to move on."
//            "French stuff here"
//            "German stuff here"

        LSTRING_SMBandBox
            "Left click on any of your ships to exit the Sensors Manager and move the camera to that position."
            "Cliquez sur n'importe lequel de vos vaisseaux avec le bouton gauche de la souris pour quitter le Gestionnaire de Cap et amener la caméra sur cette position."
            "Linksklicken Sie eines Ihrer Schiffe an, um den Sensor-Manager zu verlassen und die Kamera an diese Position zu bringen."
            "Haz clic en cualquiera de tus naves para salir del Administrador de sensores y llevar la cámara a esa posición."
			"Clicca col pulsante sinistro su una qualsiasi delle tue astronavi per chiudere il sistema dei sensori e spostare la telecamera su quella posizione."

        LSTRING_SMExit
            "In this way you can cover large distances quickly.\n\nUse the taskbar or press [SPACE] to get back into the Sensors Manager."
            "Voici un moyen de couvrir rapidement des distances importantes.\n\nServez-vous de la barre de tâches ou bien appuyez sur la barre d'espace pour revenir au Gestionnaire de Cap."
            "Auf diese Weise können Sie große Entfernungen schnell überbrücken.\n\nBenutzen Sie die Taskleiste oder drücken Sie die [LEERTASTE], um zum Sensor-Manager zurückzukehren."
            "De esta forma puedes cubrir rápidamente grandes distancias.\n\nUsa la barra de tareas o pulsa [ESPACIO] para volver al Administrador de sensores."
			"In questo modo, puoi coprire rapidamente delle lunghe distanze.\n\nUsa la barra delle applicazioni o premi 'Spazio' per ritornare al sistema dei sensori."

        LSTRING_SMSelected
            "Selected ships are displayed as flashing points in the Sensors Manager.\n\nClick &N&e&x&t to continue."
            "Les vaisseaux sélectionnés deviennent des points clignotants dans le Gestionnaire de Cap.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Angewählte Schiffe werden im Sensor-Manager als blinkende Punkte dargestellt.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "Las naves seleccionadas se muestran como puntos intermitentes en el Administrador de sensores.\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Le astronavi selezionate vengono mostrate come punti lampeggianti, nel sistema dei sensori.\n\nClicca su &A&v&a&n&t&i per proseguire."

        LSTRING_SMMoveButton
            "The Sensors Manager allows you to move ships the same way you do normally.\n\nPress [M] to bring up the movement disc and set a destination."
            "Le Gestionnaire de Cap vous permet de déplacer vos vaisseaux en suivant la procédure normale.\n\nAppuyez sur [D] pour activer le Disque de Déplacement et choisir une destination."
            "Im Sensor-Manager können Sie Schiffe wie gewohnt bewegen.\n\nDrücken Sie auf [W], um die Bewegungsscheibe aufzurufen und ein Ziel festzulegen."
            "El Administrador de sensores permite desplazar naves de la forma habitual.\n\nPulsa [D] para mostrar el disco de movimiento y establece un destino."
			"Il sistema dei sensori ti permette di muovere le navi nel solito modo.\n\nPremi 'M' per far comparire il disco di movimento e scegliere una destinazione."

//        LSTRING_SMPiePlate
//            "Once again here is the Pizza dish.  left click the destination pointer somewhere."
//            "French stuff here"
//            "German stuff here"

         LSTRING_SMFocus
            "Focusing also works normally in the Sensors Manager.  Press [F] or click the middle mouse button to focus on the selected ships."
            "On peut également se servir de la fonction cadrage dans le Gestionnaire de Cap. Appuyez sur la touche [F] ou cliquez avec le bouton central de la souris pour cadrer les vaisseaux sélectionnés."
            "Auch die Fokussierung funktioniert im Sensor-Manager wie gewohnt. Drücken Sie auf [F] oder klicken Sie mit der mittleren Maustaste, um den Fokus auf die gewählten Schiffe zu zentrieren."
            "El enfoque también funciona como de costumbre en el Administrador de sensores. Pulsa el botón central del ratón o la tecla [F] para enfocar las naves seleccionadas."
			"Anche la centratura funziona normalmente nel sistema dei sensori: premi il tasto 'F' o clicca il pulsante centrale del mouse per centrare la visuale sulle navi selezionate."

//        LSTRING_SMFocusAgain
//            "The ships are a bit far off.  Click on your middle mouse button again or hit the F key to make your selected ships fill the screen."
//            "French stuff here"
//            "German stuff here"

        LSTRING_SMPractice
            "You've learned a lot.  Practice moving your scouts and using the Sensors Manager.  \n\nWhen you are ready, focus on the Scouts and click &N&e&x&t."
            "Vous en savez déjà long. Exercez-vous à déplacer vos Eclaireurs et à vous servir du Gestionnaire de Cap..\n\nLorsque vous êtes prêt, cadrez les Eclaireurs et cliquez sur &S&u&i&v&a&n&t."
            "Sie haben eine Menge gelernt. Üben Sie jetzt das Bewegen Ihrer Aufklärer und die Benutzung des Sensor-Managers. \n\nWenn Sie so weit sind, fokussieren Sie die Kamera auf ihre Aufklärer und klicken auf &W&e&i&t&e&r."
            "Has aprendido muchas cosas. Practica el movimiento de los exploradores y el uso del Administrador de sensores. \n\nCuando estés listo, enfoca los exploradores y pulsa &S&i&g&u&i&e&n&t&e."
			"Hai imparato molto: ora fai pratica muovendo i tuoi Scout e usando il sistema dei sensori. \n\nQuando ti senti pronto, centra la visuale sugli Scout e clicca su &A&v&a&n&t&i."

        //Lesson 8 formations
        //**** this string does not get recorded ****
        LSTRING_SaveFormation
            "Lesson 07 - Formations"
            "Leçon 07 - Formations"
            "Lektion 07 - Formationen"
            "Lección 07 - Formaciones"
			"Lezione 07 - Le formazioni"

        LSTRING_LessonTitleFormations
            "Lesson 7: Formations\n\nClick &N&e&x&t to begin."
            "Leçon N° 7 : Le Vol en Formation\n\nPour commencer, cliquez sur &S&u&i&v&a&n&t."
            "Lektion 7: Formationen\n\nKlicken Sie auf &W&e&i&t&e&r, um anzufangen."
            "Lección 7: Formaciones\n\nHaz clic en &S&i&g&u&i&e&n&t&e para comenzar."
			"Lezione 7: Le formazioni\n\nClicca su &A&v&a&n&t&i per cominciare."

        LSTRING_FormationIntro
            "Right click on the scouts to bring up their menu."
            "Cliquez sur les Eclaireurs avec le bouton droit de la souris pour faire apparaître leur menu."
            "Rufen Sie mit einem Rechtsklick auf die Aufklärer ihr Menü auf."
            "Haz clic derecho en los exploradores para abrir su menú contextual."
			"Clicca col pulsante destro sugli Scout per aprire il loro menu."

        LSTRING_FormationDelta
            "Move your cursor to &F&o&r&m&a&t&i&o&n and then left click on &D&e&l&t&a."
            "Déplacez votre curseur jusqu'à &F&o&r&m&a&t&i&o&n et cliquez sur &D&e&l&t&a avec le bouton gauche de la souris."
            "Schieben Sie den Cursor auf &F&o&r&m&a&t&i&o&n und linksklicken Sie auf &D&e&l&t&a."
            "Lleva el cursor a &F&o&r&m&a&c&i&ó&n y haz clic en &D&e&l&t&a."
			"Porta il cursore su '&F&o&r&m&a&z&i&o&n&e' e quindi clicca col pulsante sinistro su '&D&e&l&t&a'."

        LSTRING_FormationDeltaBroad
            "Now the fighters are in the Delta formation.\n\nUse the rightclick menu again to assign Broad formation."
            "Les chasseurs sont maintenant en formation Delta.\n\nFaites apparaître le menu du bouton droit de la souris pour ordonner une formation Etendue."
            "Jetzt haben die Jäger die DELTA-Formation eingenommen.\n\nWeisen Sie mit Hilfe des Rechtsklick-Menüs jetzt die PHALANX als Formation zu."
            "Ahora los cazas están en formación Delta.\n\nVuelve a abrir el menú contextual y elige la formación abierta."
			"Ora i caccia sono disposti nella formazione Delta.\n\nUsa il menu degli Scout per assegnar loro la formazione Allargata."

        LSTRING_FormationBroadX
            "Good.  Next try Formation X."
            "Bien. Maintenant, essayez la Formation en X."
            "Gut. Und jetzt die X-Formation."
            "Bien. Ahora, prueba la formación en X."
			"Bene. Ora prova la formazione a X."

        LSTRING_FormationXClaw
            "Formations can also be assigned using the [TAB] key.  Press [TAB] to set Claw formation."
            "Les formations peuvent aussi être ordonnées au moyen de la touche de tabulation. Appuyez sur la touche de tabulation pour ordonner une formation en Tenaille."
            "Formationen können auch mit der Tabulatortaste zugewiesen werden. Drücken Sie auf [TAB], um die KLAUE-Formation zuzuweisen."
            "También se pueden elegir formaciones pulsando la tecla [TAB]. Pulsa [TAB] para establecer la formación en garra."
			"Puoi attivare una formazione anche usando il tasto 'Tab': premendo 'Tab' ora selezioni la formazione ad Artiglio."

        LSTRING_FormationClawWall
            "Notice that [TAB] will cycle to the next formation.  Press [TAB] again to see how."
            "Vous remarquez que la touche de tabulation fait passer à la prochaine formation. Appuyez sur [TAB] de nouveau et observez le processus."
            "Wie Sie sehen, schaltet [TAB] zur nächsten Formation weiter. Drücken Sie nochmals auf [TAB], um das genauer zu sehen."
            "Como verás, [TAB] pasa siempre a la formación siguiente. Pulsa [TAB] de nuevo y observa qué ocurre."
			"Nota che con il tasto 'Tab' passi alla formazione seguente: premilo nuovamente per capire il meccanismo."

        LSTRING_FormationWallSphere
            "This is the Wall.  Press [TAB] for Sphere formation."
            "Celle-ci, c'est le Mur. Appuyez sur [TAB] pour passer en formation en Sphère."
            "Das ist der WALL. Drücken Sie auf [TAB], um die KUGEL-Formation aufzurufen."
            "Ésta es la formación de muro. Pulsa [TAB] para establecer la formación de esfera."
			"Questo è il Muro. Premi ancora 'Tab' per la formazione a Sfera."

//        LSTRING_FormationSphere
//            "This is the sphere formation.  The sphere formation is a great formation for fighters when you are guarding or attacking a single ship. Click Next to continue."
//            "French stuff here"
//            "German stuff here"

        LSTRING_FormationPractice
            "Take some time to familiarize yourself with the formations.\n\nWhen you're ready to continue, put the Scouts into Claw formation and left click on the &N&e&x&t button."
             "Prenez le temps de vous familiariser avec les diverses formations.\n\nLorsque vous êtes prêt à continuer, mettez les Eclaireurs en formation Tenaille et cliquez sur &S&u&i&v&a&n&t avec le bouton gauche de la souris."
            "Lassen Sie sich Zeit und machen Sie sich mit den Formationen vertraut.\n\nWenn Sie dann für Neues bereit sind, weisen Sie den Aufklärern die KLAUE-Formation zu und klicken auf &W&e&i&t&e&r."
            "Dedica un rato a familiarizarte con las formaciones.\n\nCuando estés listo para continuar, pon los exploradores en formación de garra y pulsa el botón &S&i&g&u&i&e&n&t&e."
			"Cerca di familiarizzare con le varie formazioni.\n\nQuando sei pronto a continuare, metti gli Scout nella formazione ad Artiglio e clicca col pulsante sinistro su &A&v&a&n&t&i."

        LSTRING_LookForEnemy
            "To begin the combat lesson, use the Sensors Manager to move your Scouts near the enemy ships."
            "Pour lancer la leçon de combat, servez-vous du Gestionnaire de Cap et placez vos Eclaireurs près de vaisseaux ennemis."
            "Beginnen wir mit der Kampf-Lektion. Bringen Sie mit Hilfe des Sensor-Managers Ihre Aufklärer in die Nähe der feindlichen Schiffe."
            "Para iniciar la lección de combate, usa el Administrador de sensores para llevar los exploradores cerca de las naves enemigas."
			"Per iniziare la lezione di combattimento, usa il sistema dei sensori per muovere i tuoi Scout vicino alle navi nemiche."

        LSTRING_RedDots
            "These are the enemies.  Move your Scouts here."
            "Voici les ennemis. Déplacez vos Eclaireurs jusqu'ici."
            "Das ist der Gegner. Bringen Sie Ihre Aufklärer hierher."
            "Éstos son los enemigos. Acerca a ellos tus exploradores."
			"Questi sono i nemici: porta qui i tuoi Scout."

        LSTRING_LeaveSensors
            "Once you have issued the move, you can leave the Sensors Manager."
            "Une fois le déplacement amorcé, vous pouvez quitter le Gestionnaire de Cap"
            "Sobald Sie die Bewegung angewiesen haben, können Sie den Sensor-Manager verlassen."
            "Cuando hayas efectuado el movimiento, sal del Administrador de sensores."
			"Quando hai impartito l'ordine di movimento, puoi chiudere il sistema dei sensori."

        //lesson 9: attacking
        //**** this string does not get recorded ****
        LSTRING_AttackingSave
            "Lesson 08 - Combat"
            "Leçon 08 - Les combats"
            "Lektion 08 - Kämpfen"
            "Lección 08 - Combate"
			"Lezione 08 - Il combattimento"

        LSTRING_LessonTitleAttacking
            "Lesson 8: Combat \n\nClick &N&e&x&t to begin."
            "Leçon N° 8 : Les combats\n\nPour commencer, cliquez sur &S&u&i&v&a&n&t."
            "Lektion 8: Kämpfen\n\nKlicken Sie auf &W&e&i&t&e&r, um anzufangen."
            "Lección 8: Combate\n\nHaz clic en &S&i&g&u&i&e&n&t&e para comenzar."
			"Lezione 8: Il combattimento\n\nClicca su &A&v&a&n&t&i per cominciare."

        LSTRING_AttackingMouseOver
            "Rotate the camera so you can see the enemy ships.  left click on one of them to attack it."
            "Faites pivoter la caméra de manière à voir les vaisseaux ennemis. Cliquez sur l'un d'entre eux avec le bouton gauche de la souris pour l'attaquer."
            "Drehen Sie die Kamera so, dass Sie die feindlichen Schiffe sehen können. Klicken Sie eines mit der linken Maustaste an, um es anzugreifen."
            "Gira la cámara para ver las naves enemigas. Haz clic en una de ellas para atacarla."
			"Ruota la telecamera in modo da poter vedere le astronavi nemiche, quindi clicca col pulsante sinistro su una di esse per attaccarla."

//        LSTRING_AttackingMouseClick
//            "Notice that the mouse cursor changed color and has an attack symbol on it.  left click on one of the enemy scouts."
//            "French stuff here"
//            "German stuff here"

        LSTRING_AttackingBandbox
            "Good.  To attack them all at once, hold down [CTRL] and drag a selection box around the enemy ships."
            "Bien.  Pour les attaquer tous à la fois, maintenez la touche [CTRL] enfoncée et tracez un cadre de sélection autour de l'ensemble des vaisseaux ennemis."
            "Gut. Um alle Schiffe gleichzeitig anzugreifen, halten Sie [STRG] gedrückt und ziehen einen Rahmen um die feindlichen Schiffe auf."
            "Bien. Para atacarlas todas a la vez, mantén pulsada la tecla [CTRL] y arrastra un cuadro de selección alrededor de las naves enemigas."
			"Bravo. Per attaccare le navi nemiche tutte insieme, tieni premuto il tasto 'Ctrl' e disegna un riquadro di selezione intorno a esse."

        LSTRING_AttackingTimeStop
            "I've paused the action to teach you how to focus the camera without selecting.\n\nClick &N&e&x&t to continue."
            "J'ai interrompu l'action pour vous montrer comment cadrer sans sélectionner.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Ich habe die Action angehalten, um Ihnen zu zeigen, wie man die Kamera ohne Anwahl fokussiert.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "Hemos detenido la acción para enseñarte a enfocar la cámara sin seleccionar.\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Ora l'azione è in pausa, per permetterti di imparare a centrare la telecamera senza selezionare.\n\nClicca su &A&v&a&n&t&i per continuare."

//        LSTRING_FocusScoutsAttacking
//            "Focus on your scouts (click your middle mouse button or hit the F key)."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_ScoutsAttacking
//            "Here the scouts go attacking!  Let's watch them."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_Attacking
//            "Look at them go!  To learn how to take a closer look at the fighters, click the Next button."
//            "French stuff here"
//            "German stuff here"

        //Lesson 10: Focusing
        //**** this string does not get recorded ****
        LSTRING_SaveFocusCamera
            "Lesson 09 - Alt-Focusing"
            "Leçon 09 - Cadrage avec la touche [ALT]"
            "Lektion 09 - ALT-Fokussieren"
            "Lección 09 - Enfoque con [ALT]"
			"Lezione 09 - Alt-centrare"

        LSTRING_LessonTitleAltFocus
            "Lesson 9: [Alt]-Focusing\n\nClick &N&e&x&t to begin."
            "Leçon N° 9: Cadrage avec la touche [ALT]\n\nPour commencer, cliquez sur &S&u&i&v&a&n&t."
            "Lektion 9: [Alt]-Fokussieren\n\nKlicken Sie auf &W&e&i&t&e&r, um anzufangen."
            "Lección 9: Enfoque con [ALT]\n\nHaz clic en &S&i&g&u&i&e&n&t&e para comenzar."
			"Lezione 9: Alt-centrare\n\nClicca su &A&v&a&n&t&i per cominciare."

//        LSTRING_FocusMoveCameraOut
//            "Zoom out your camera so you can see the entire battle."
//            "French stuff here"
//            "German stuff here"

        LSTRING_AltFocus
            "Hold down the [ALT] key and left click on any ship.  You can even use this to focus on enemy ships."
            "Maintenez la touche [ALT] enfoncée et cliquez sur n'importe quel vaisseau avec le bouton gauche de la souris ; cette manipulation vous permettra également de cadrer des vaisseaux ennemis."
            "Halten Sie die [ALT]-Taste gedrückt und linksklicken Sie auf ein beliebiges Schiff. Sie können den Fokus auf diese Weise sogar auf feindliche Schiffe richten."
            "Mantén pulsada la tecla [ALT] y haz clic en cualquier nave. También puedes enfocar naves enemigas."
			"Tieni premuto il tasto 'Alt' e clicca col pulsante sinistro su qualsiasi astronave. Puoi usare questo metodo anche per centrare la visuale sui nemici."

        LSTRING_AltFocusBandbox
            "You can also focus on multiple ships at once by holding [ALT] and dragging a selection box around them.  Try it now."
            "Vous pouvez aussi cadrer sur plusieurs vaisseaux à la fois : maintenez la touche [ALT] enfoncée et tracez un cadre de sélection autour de l'ensemble de ces vaisseaux. Faites l'essai."
            "Sie können den Fokus auch auf mehrere Schiffe gleichzeitig richten, indem Sie [ALT] gedrückt halten und einen Rahmen um sie aufziehen. Versuchen Sie das jetzt."
            "Si quieres enfocar varias naves a la vez, mantén pulsada la tecla [ALT] y arrastra un cuadro de selección a su alrededor. Inténtalo ahora."
			"Puoi anche centrare la visuale su più navi, tenendo premuto il tasto 'Alt' e disegnando un riquadro di selezione. Provaci."

        LSTRING_PracticeAndUnPause
            "Good.  Now practice focusing until you're ready to move on.\n\n  Press [P] to unpause the action."
            "Bon, maintenant exercez-vous au cadrage jusqu'à ce que vous soyez prêt à passer à l'étape suivante.\n\n Tapez [P] pour annuler la pause."
            "Gut. Üben Sie das Fokussieren, bis Sie für etwas Neues bereit sind.\n\nDrücken Sie auf [P], damit die Action weitergeht."
            "Bien. Ahora, practica con el enfoque hasta que estés listo para seguir.\n\n Pulsa [P] para reanudar la acción."
			"Benissimo. Ora fai pratica con questa operazione, fino a quando non ti sentirai sicuro.\n\nPremi 'P' per togliere la pausa."

        LSTRING_BuildFrigate
            "The Capital Ship Drive research you started earlier has been completed.  You can now build an Assault Frigate.  Go into the Build Manager."
            "La recherche sur les propulseurs d'Unité lourde que vous aviez lancée a abouti. Vous pouvez maintenant construire une Frégate d'attaque. Rejoignez l'Editeur de Vaisseaux."
            "Die Forschungsarbeiten für den Schlachtschiffantrieb, die Sie vor einiger Zeit in Auftrag gaben, sind inzwischen abgeschlossen. Sie können jetzt eine Angriffsfregatte bauen. Gehen Sie zum Produktions-Manager."
            "Ha terminado la investigación de propulsión de Nave capital que comenzaste antes. Ahora puedes construir una fragata de asalto. Entra en el Administrador de construcción."
			"La tecnologia del motore dell'Astronave da Guerra che hai ricercato in precedenza è stata scoperta: ora puoi costruire la Fregata d'Assalto. Apri il menu di costruzione."

        LSTRING_BuildFrigateHintRetard
            "Try using the taskbar."
            "Essayez de vous servir de la barre de tâches."
            "Rufen Sie die Taskleiste auf."
            "Prueba a usar la barra de tareas."
			"Prova a usare la barra delle applicazioni."

        LSTRING_BuildFrigateStart
            "Build an Assault Frigate."
            "Construisez une Frégate d'attaque."
            "Bauen Sie eine Angriffsfregatte."
            "Construye una fragata de asalto."
			"Costruisci una Fregata d'Assalto."

        LSTRING_BuildFrigateUnderway
            "Let's return to your Scouts.  left click on the &C&l&o&s&e button."
            "Revenons à vos Eclaireurs. Cliquez sur &F&e&r&m&e&r avec le bouton gauche de la souris."
            "Kehren wir zu unseren Aufklärern zurück. Linksklicken Sie auf die Schaltfläche S&c&h&l&e&i&s&s&e&n."
            "Volvamos con los exploradores. Pulsa el botón &C&e&r&r&a&r."
			"Ora ritorna sugli Scout, clicca col pulsante sinistro su &C&h&i&u&d&i."

//        LSTRING_AltFocusFinish
//            "Your scouts are still battling away.  Let's watch the battle until it's over.  Practice focusing on different ships to get the hang of the camera controls."
//            "French stuff here"
//            "German stuff here"

        //Lesson 11: Docking
        //**** this string does not get recorded ****
        LSTRING_SaveDocking
            "Lesson 10 - Docking"
            "Leçon 10 - Amarrage"
            "Lektion 10 - Andocken"
            "Lección 10 - Acoplamiento"
			"Lezione 10 - Attraccare"

        LSTRING_LessonTitleDock
            "Lesson 10: Docking\n\nClick &N&e&x&t to begin."
            "Leçon N° 10 : Amarrage\n\nPour commencer, cliquez sur &S&u&i&v&a&n&t."
            "Lektion 10: Andocken\n\nKlicken Sie auf &W&e&i&t&e&r, um anzufangen."
            "Lección 10: Acoplamiento\n\nHaz clic en &S&i&g&u&i&e&n&t&e para comenzar."
			"Lezione 10: Attraccare\n\nClicca su &A&v&a&n&t&i per cominciare."

        LSTRING_Docking
            "Some of your scouts might be damaged or low on fuel.  To dock them with the Mothership, first bring up the rightclick menu."
            "Certains de vos Eclaireurs peuvent être endommagés ou être à court de carburant. Pour les amarrer au Vaisseau Mère, commencez par faire  apparaître le menu du bouton droit de la souris."
            "Einige Ihrer Aufklärer wurden möglicherweise beschädigt oder brauchen Treibstoff. Damit sie am Mutterschiff andocken können, rufen Sie zunächst das Rechtsklick-Menü auf."
            "Es posible que algunos de tus exploradores estén dañados o bajos de combustible. Para anclarlos a la Nave nodriza, empieza por abrir el menú contextual."
			"Alcuni dei tuoi Scout saranno danneggiati o a corto di carburante. Per farli attraccare all'Astronave Madre, devi per prima cosa aprire i loro menu cliccando col pulsante destro."

        LSTRING_SelectDock
            "Now select &D&o&c&k."
            "Maintenant, sélectionnez &A&m&a&r&r&a&g&e."
            "Wählen Sie jetzt &A&n&d&o&c&k&e&n."
            "Ahora, elige &A&c&o&p&l&a&r"
			"Seleziona &A&t&t&r&a&c&c&a."

        LSTRING_ScoutsDocking
            "The Scouts are on their way to the Mothership to be repaired and refueled.\n\nClick &N&e&x&t to continue."
            "Les Eclaireurs sont en route vers le Vaisseau Mère pour être réparés ou ravitaillés.\n\nPour continuer, cliquez sur &S&u&i&v&a&n&t."
            "Die Aufklärer sind auf dem Weg zum Mutterschiff, wo sie repariert und aufgetankt werden.\n\nKlicken Sie auf &W&e&i&t&e&r."
            "Los exploradores van hacia la Nave nodriza para repararse y reabastecerse.\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Gli Scout si stanno dirigendo verso l'Astronave Madre, per il rifornimento e le riparazioni.\n\nClicca su &A&v&a&n&t&i per continuare."

        //Lesson 12: Cancelling Commands
        //**** this string does not get recorded ****
        LSTRING_SaveCancelCommand
            "Lesson 11 - Cancelling Orders"
            "Leçon 11 - Annuler les Ordres"
            "Lektion 11 - Befehle stornieren"
            "Lección 11 - Cancelar órdenes"
			"Lezione 11 - Annullare gli ordini"

        LSTRING_LessonTitleCancelCommand
            "Lesson 11: Cancelling Orders\n\nClick &N&e&x&t to begin."
            "Leçon N° 11 : Annuler les Ordres\n\nCliquez sur &S&u&i&v&a&n&t pour commencer."
            "Lektion 11: Befehle stornieren\n\nKlicken Sie auf &W&e&i&t&e&r, um anzufangen."
            "Lección 11: Cancelar órdenes\n\nHaz clic en &S&i&g&u&i&e&n&t&e para comenzar."
			"Lezione 11: Annullare gli ordini\n\nClicca su &A&v&a&n&t&i per cominciare."

        LSTRING_CancelCommandIntro
            "You've learned how to give orders.  Now let's learn how to cancel one.\n\nClick &N&e&x&t to find out how."
            "Vous savez maintenant donner des ordres. Apprenons à les annuler.\n\nCliquez sur &S&u&i&v&a&n&t pour connaître la marche à suivre."
            "Sie haben gelernt, wie man Befehle gibt. Jetzt lernen Sie, wie man sie wieder rückgängig macht.\n\nKlicken Sie auf &W&e&i&t&e&r, um herauszufinden, wie das geht."
            "Ya has aprendido a dar órdenes. Ahora vamos a enseñarte a cancelarlas.\n\nPulsa &S&i&g&u&i&e&n&t&e para continuar."
			"Hai imparato come impartire degli ordini; ora capirai come annullarne uno.\n\nClicca su &A&v&a&n&t&i per scoprire come fare."

        LSTRING_CancelCommandContextMenu
            "Rightclick on the scouts and bring up their menu."
            "Cliquez sur les Eclaireurs avec le bouton droit de la souris pour faire apparaître leur menu."
            "Rufen Sie mit einem Rechtsklick auf die Aufklärer ihr Menü auf."
            "Haz clic derecho en los exploradores para abrir su menú contextual."
			"Clicca col pulsante destro sugli Scout per aprire il loro menu."

        LSTRING_CancelCommand
            "Select &C&a&n&c&e&l &O&r&d&e&r&s."
            "Sélectionnez &A&n&n&u&l&e&r."
            "Wählen Sie &B&e&f&e&h&l&e &S&t&o&r&n&i&e&r&e&n."
            "Selecciona &C&a&n&c&e&l&a&r &O&r&d&e&n&e&s."
			"Seleziona '&A&n&n&u&l&l&a &O&r&d&i&n&i'."

        LSTRING_CancelCommandDescription
            "Notice that your Scouts have stopped.  We actually do want them to dock, so issue the dock order again."
            "Vous remarquez que vos Eclaireurs se sont arrêtés. Nous voulons les amarrer, donc il faut leur en redonner l'ordre."
            "Wie Sie sehen, bewegen sich die Aufklärer nicht mehr. Aber in Wirklichkeit sollen sie ja am Mutterschiff andocken, also geben wir den Befehl ANDOCKEN nochmals aus."
            "Observa que los exploradores se han detenido. Como queremos que vayan a la Nave nodriza, vuelve a darles la orden de acoplamiento."
			"Nota che gli Scout si sono fermati: per il momento vogliamo che attracchino, quindi invia di nuovo l'ordine di attracco."

        //Lesson 13: Practice
        //**** this string does not get recorded ****
        LSTRING_SavePractice
            "Lesson 12 - Practice"
            "Leçon 12 - Entraînement"
            "Lektion 12 - Üben"
            "Lección 12 - Practica"
			"Lezione 12 - Pratica"

        LSTRING_TutorialPractice
            "I have a feeling a battle is imminent.  When your Frigate is built, I bet you will be attacked by a small group of Corvettes and Scouts.\n\nIf you want to practice what you have learned, stick around!"
            "Une bataille se prépare. Dès que votre Frégate sera prête,  vous risquez d'être attaqué par une flottille de Corvettes et d'Eclaireurs!\n\nSi vous voulez vous entrainer, restez dans le secteur!"
            "Mein Gefühl sagt mir, dass ein Kampf schon in Kürze zu erwarten ist. Wenn Ihre Fregatte gebaut ist, werden Sie unter Garantie von einer kleinen Gruppe aus Korvetten und Aufklärern angegriffen.\n\nWenn Sie also üben wollen, was Sie gerade gelernt haben, dann bleiben Sie hier!"
            "Tengo la impresión de que la batalla es inminente. Probablemente, cuando tengas construida la fragata te atacará un pequeño grupo de corbetas y exploradores.\n\nSi quieres practicar lo que has aprendido, no te vayas."
			"Sento che la battaglia è ormai imminente. Quando la tua Fregata è pronta, scommetto che sarai attaccato da un piccolo gruppo di Corvette e di Scout.\n\nSe vuoi mettere in pratica quello che hai imparato, è il momento giusto!"

//        LSTRING_PracticeTip1
//            "In Homeworld, the basic ships are dependant on each other: Frigates are strong against Corvettes, Corvettes are strong against Fighters and Fighters are strong against Frigates.  Click Next to continue."
//            "French stuff here"
//            "German stuff here"

//        LSTRING_PracticeTip2
//            "Tell your Frigate to attack the Corvettes, so that they don't tear apart your scouts.  At the same time, your scouts should try to take out the enemy scouts - they are a threat to the Frigate."
//            "French stuff here"
//            "German stuff here"

        LSTRING_TutorialFinish
            "Congratulations! You have now finished the Homeworld tutorial."
            "Félicitations! Vous venez de terminer le didacticiel de Homeworld."
            "Herzlichen Glückwunsch! Sie haben das Homeworld-Tutorial jetzt abgeschlossen."
            "¡Felicidades! Ya has terminado el tutorial de Homeworld."
			"Congratulazioni! Hai portato a termine il tutorial di Homeworld."


    ENDL

//includes
#include "speechevent.h"
#include "Attributes.h"
#include "FormationDefs.h"

//defines
#define CAMERAZoomFar      12000
#define CAMERAZoomMid       8000
#define CAMERAZoomMidClose  5500
#define CAMERAZoomClose     4000


FSM Tutorial10
    STATES  Main,
            IntroStart,

            CameraStart, CameraIntro,
            CameraMoveDescription, CameraMove,
//          CameraMoveLeftFailed, CameraMoveRight, CameraMoveRightFailed,
            CameraMoveUp, CameraMoveDown, CameraBackToMiddle,
            CameraZoomIntro, CameraZoomDescription, CameraZoomOut, CameraZoomIn, CameraPractice,

            TaskbarStart, LessonTitleBuild, TaskbarIntro, TaskbarDescription,
            TaskbarManagerButtons,

//            TaskbarSensorsManagerButton, TaskbarResearchManagerButton,
//            TaskbarSPObjectivesWindow,

            BuildManagerStart,
            TaskbarBuildManagerButton,
            BuildManagerIntro, BuildManagerRUCount, BuildManagerShipList,
            BuildManagerShipWindow, BuildManagerAddResCollector, BuildManagerIncrease, BuildManagerBuildRC,
            BuildManagerIDProgressBar, BuildManagerBuildResearchShip, BuildManagerHitBuildRS,
            BuildManagerBuildScouts, BuildManagerReduceScouts, BuildManagerHitBuildScouts,
            BuildManagerPause, BuildManagerUnpause, BuildManagerCancel, BuildManagerProgressBars,
            BuildManagerBottomProgressBar, BuildManagerClose, BuildingShips,

            SelectingStart, LessonTitleSelecting,
            SelectIntro, SelectIntroZoomOut, DeselectMothership, SelectBandboxTeach, BandboxFinish, BandboxTryAgain, BandboxMothership, BandboxWrongShips,
            SelectInfoOverlay, SelectBandboxAll, SelectOverlayClick, SelectResCollect, FocusResCollect, SelectMoveCamera, CameraFocusAgain,
            SelectFocusIn, SelectScouts, SelectFocusScouts, ScoutsCenteredFocusIn,
            ScoutsCloseup, SelectFocusPractice,

            SelectResCollDescription, SelectResourceCollector,
            SelectResCollHealthBar, SelectResCollContextMenu, SelectResCollDescribeContextMenu,
            SelectResCollCollecting, SelectFocusResearchShip,

            ResearchStart, LessonTitleResearch,
            ResearchIntro, TaskbarResearchManagerButton, ResearchManagerScreen, ResearchManagerTopicWindow, ResearchManagerGreenDot,
            ResearchManagerSelectTech, ResearchManagerTopicDescription,
            ResearchManagerResearching,
            ResearchManagerClose,

            GroupSelectStart, LessonTitleGroupSelect,
            GroupSelectIntro, GroupSelectNotEnoughScouts, GroupSelectBandbox, GroupSelectNotEnoughScoutsSel,
            GroupSelectDeselect, GroupSelectClick, GroupSelectClickDescription, GroupSelectClickOneScoutFocus,
            GroupSelectShift, GroupSelectShiftWrongShips, GroupSelectShiftTooManyShips, GroupSelectShiftFocus,
            GroupSelectShiftFocusPractice,

            MoveStart, LessonTitleMove,
            MoveBuildRemainingScouts, MoveSelectScouts, MoveFocusScouts, MoveCameraOverview, MoveCameraZoomOut, MoveContextMenu,
            MoveSelectMove, MovePizzaDishIntro, MoveScoutsMove, MoveHitM, MoveCameraPizzaDish, MoveHitM2,
            MoveCameraNearlyHorizontal, MoveNearlyHorizontalMoveTarget, MoveFixAngle, MoveHoldShift, MoveShift, MoveUp, MoveUpRelease, MovePractice,

            SMStart, LessonTitleSM,
            SMIntro, SMPressSensors, SMSensorsManager, SMDescriptionMoShip, SMDescriptionGreenDot, SMDescriptionRedDot, SMDescriptionLgBrownDot,
            SMDescriptionSmBrownDot, SMMoveCamera, SMBandBox, SMExit, SMSelected, SMMoveButton, SMPiePlate,
            SMScoutsOnTheMove, SMFocus, SMFocusAgain, SMPractice,

            FormationStart, LessonTitleFormations,
            FormationIntro, FormationDelta, FormationDeltaBroad, FormationBroadX, FormationXClaw, FormationClawWall, FormationWallSphere,
            FormationSphere, FormationPractice, LookForEnemy, LookInSensors, LeaveSensors,

            AttackingStart, LessonTitleAttacking,
            AttackingMouseOver, AttackingMouseClick, FocusScoutsAttacking, ScoutsAttacking, BandboxAttack, AttackingTimeStop, Attacking,

            AltFocusStart, LessonTitleAltFocus,
            FocusMoveCameraOut, AltFocus, AltFocusBandbox, PracticeAndUnPause, AltFocusTryAgain, AltFocusDescription,
            BuildFrigate, BuildFrigateStart, BuildFrigateUnderway,AltFocusFinish,

            DockStart, LessonTitleDock,
            Docking, SelectDock, ScoutsDocking,

            CancelCommandStart, LessonTitleCancelCommand, CancelCommandIntro, CancelCommandContextMenu, CancelCommand,
            CancelCommandDescription,

            PracticeStart, TutorialPractice, PracticeTip1, PracticeTip2, TutorialFinish
            ;

    INIT
        //initialize globals here
        VarCreateSet("MainCnt", 0);
        VarCreateSet("LessonCnt", 1);
        JUMP Main;
    ENDINIT

//*********************************************************************
//
// Intro
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: IntroStart
//  Displays intro blurb.  Not much else here.
//---------------------------------------------------------------------
    STATE IntroStart
        INIT
            TutSetTextDisplayBoxGame(20, 20, 300, 50);
            TutShowText(LSTRING_Intro);
            SpeechEvent(TUT_Intro,0);
            TutDisableEverything();
            TutEnableFlags("GameRunning,PauseGame");
            TutShowNextButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked() )
                TutHideText();
                TutHideNextButton();
                JUMP Main;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: Intro
//  Describes Mothership
//---------------------------------------------------------------------
//    STATE Intro
//        INIT
//            TutShowText(LSTRING_Intro2);
//            TutShowNextButton();
//            TutShowBackButton();
//            TimerCreateSetStart("TextTimer", 30);
//        ENDINIT
//
//        WATCH
//            IF (TutNextButtonClicked())
//                JUMP Main;
//            ENDIF
//        ENDWATCH
//    ENDSTATE Intro2
//---------------------------------------------------------------------

//*********************************************************************
//
// Lesson 1: Using the Camera
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: CameraStart
//  Saves and starts camera lesson
//---------------------------------------------------------------------
    STATE CameraStart
        INIT
            TutSaveLesson(VarGet("LessonCnt"), LSTRING_SaveCamera);
        ENDINIT

        WATCH
            VarInc("LessonCnt");
            JUMP CameraIntro;
        ENDWATCH
    ENDSTATE CameraStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraIntro
//  Intro to camera
//---------------------------------------------------------------------
    STATE CameraIntro
        INIT
            TutSetTextDisplayBoxGame(20, 20, 300, 50);
            TutShowText(LSTRING_CameraIntro);
            SpeechEvent(TUT_SaveCamera,0);
            TutShowNextButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideNextButton();
                JUMP CameraMoveDescription;
            ENDIF
        ENDWATCH
    ENDSTATE CameraIntro
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraMoveDescription
//  Describes how the camera moves
//---------------------------------------------------------------------
    STATE CameraMoveDescription
        INIT
            TutShowText(LSTRING_CameraMoveDescription);
            TutShowImages("Tut_Mouse_ButtonR_MoveLRUD");
            TutSetPointerTargetXYBottomRight("ThePointer", 576, 416);
            SpeechEvent(TUT_CameraMoveDescription,0);
            TutShowNextButton();
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked() )
                TutHideNextButton();
                TutHideBackButton();
                TutHideImages();
                JUMP CameraMove;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraMove
//  Move the camera around mothership
//---------------------------------------------------------------------
    STATE CameraMove
        INIT
            TutShowText(LSTRING_CameraMove);
            SpeechEvent(TUT_CameraMove,0);
            VarCreateSet("CamAngle", CameraGetAngleDeg());
            VarCreateSet("CamDelta", 0);
            VarCreate("CamTemp");
            TutShowBackButton();
            TutShowImages("Tut_Mouse_ButtonR_MoveLR");
        ENDINIT

        WATCH
            VarSet("CamTemp", CameraGetAngleDeg() - VarGet("CamAngle"));

            IF (VarGet("CamTemp") > 180 )
                VarSet("CamTemp", VarGet("CamTemp") - 360);
            ELSEIF (VarGet("CamTemp") < -180)
                VarSet("CamTemp", VarGet("CamTemp") + 360);
            ENDIF

            VarSet("CamDelta", VarGet("CamDelta") + VarGet("CamTemp"));
            VarSet("CamAngle", CameraGetAngleDeg());

            IF ((VarGet("CamDelta") > 180) OR (VarGet("CamDelta") < -180))
                TutHideBackButton();
                TutHideImages();
                VarDestroy("CamAngle");
                VarDestroy("CamDelta");
                VarDestroy("CamTemp");
                JUMP CameraMoveUp;
//          ELSEIF (VarGet("CamDelta") < -90)
//              JUMP CameraMoveLeftFailed;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraMoveLeftFailed
//  Player failed to move camera left.
//---------------------------------------------------------------------
//  STATE CameraMoveLeftFailed
//      INIT
//          TutShowText(LSTRING_CameraMoveLeftFailed);
//          TutShowNextButton();
//          TutShowBackButton();
//          TimerCreateSetStart("TextTimer", 10);
//      ENDINIT
//
//      WATCH
//          IF ( (TimerRemaining("TextTimer") = 0) OR TutNextButtonClicked() )
//              TimerDestroy("TextTimer");
//              TutHideNextButton();
//              JUMP CameraMoveLeft;
//          ENDIF
//      ENDWATCH
//  ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraMoveRight
//  Move camera to the right
//---------------------------------------------------------------------
//  STATE CameraMoveRight
//      INIT
//          TutShowText(LSTRING_CameraMoveRight);
//          TutShowImages("Tut_Mouse_ButtonR_MoveR");
//          TutShowBackButton();
//          VarSet("CamDelta", 0);
//          VarSet("CamAngle", CameraGetAngleDeg());
//      ENDINIT
//
//      WATCH
//          VarSet("CamTemp", CameraGetAngleDeg() - VarGet("CamAngle"));
//
//          IF (VarGet("CamTemp") > 180 )
//              VarSet("CamTemp", VarGet("CamTemp") - 360);
//          ELSEIF (VarGet("CamTemp") < -180)
//              VarSet("CamTemp", VarGet("CamTemp") + 360);
//          ENDIF
//
//          VarSet("CamDelta", VarGet("CamDelta") + VarGet("CamTemp"));
//          VarSet("CamAngle", CameraGetAngleDeg());
//
//          IF (VarGet("CamDelta") < -180)
//              JUMP CameraMoveUp;
//          ELSEIF (VarGet("CamDelta") > 90)
//              JUMP CameraMoveRightFailed;
//          ENDIF
//      ENDWATCH
//  ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraMoveRightFailed
//  Player failed to move the camera right.
//---------------------------------------------------------------------
//  STATE CameraMoveRightFailed
//      INIT
//          TutShowText(LSTRING_CameraMoveRightFailed);
//          TutShowNextButton();
//          TutShowBackButton();
//          TimerCreateSetStart("TextTimer", 10);
//      ENDINIT
//
//      WATCH
//          IF ( (TimerRemaining("TextTimer") = 0) OR TutNextButtonClicked() )
//              TimerDestroy("TextTimer");
//              TutHideNextButton();
//              JUMP CameraMoveRight;
//          ENDIF
//      ENDWATCH
//  ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraMoveUp
//  Player moves the camera up
//---------------------------------------------------------------------
    STATE CameraMoveUp
        INIT
            TutShowText(LSTRING_CameraMoveUp);
            SpeechEvent(TUT_CameraMoveUp,0);
            TutShowImages("Tut_Mouse_ButtonR_MoveD");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (CameraGetDeclinationDeg() < -70)
                TutHideImages();
                TutHideBackButton();
                JUMP CameraMoveDown;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraMoveDown
//  Player moves the camera down
//---------------------------------------------------------------------
    STATE CameraMoveDown
        INIT
            TutShowText(LSTRING_CameraMoveDown);
            SpeechEvent(TUT_CameraMoveDown,0);
            TutShowImages("Tut_Mouse_ButtonR_MoveU");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (CameraGetDeclinationDeg() > 70)
                TutHideBackButton();
                TutHideImages();
                JUMP CameraBackToMiddle;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraZoomIntro
//  Introduces how to zoom the camera
//---------------------------------------------------------------------
//    STATE CameraZoomIntro
//      INIT
//            TutSetTextDisplayBoxGame(20, 20, 300, 50);
//          TutShowText(LSTRING_CameraZoomIntro);
//          TutShowNextButton();
//          TutShowBackButton();
//          TimerCreateSetStart("TextTimer", 30);
//      ENDINIT
//
//      WATCH
//          IF ( (TimerRemaining("TextTimer") = 0) OR TutNextButtonClicked() )
//              TimerDestroy("TextTimer");
//              TutHideNextButton();
//              JUMP CameraZoomDescription;
//          ENDIF
//      ENDWATCH
//  ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraBackToMiddle
//  Player moves the camera back to the middle
//---------------------------------------------------------------------
    STATE CameraBackToMiddle
        INIT
            TutShowText(LSTRING_CameraBackToMiddle);
            SpeechEvent(TUT_CameraBackToMiddle,0);
            TutShowImages("Tut_Mouse_ButtonR_MoveD");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF ((CameraGetDeclinationDeg() < 25) AND
                (CameraGetDeclinationDeg() > -25))
                TutHideBackButton();
                TutHideImages();
                JUMP CameraZoomDescription;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraZoomDescription
//---------------------------------------------------------------------
    STATE CameraZoomDescription
        INIT
            TutShowText(LSTRING_CameraZoomDescription);
            SpeechEvent(TUT_CameraZoomDescription,0);
            TutShowImages("Tut_Mouse_ButtonLR_MoveUD,Tut_Mouse_Middle_RollUD");
            TutSetPointerTargetXYBottomRight("ThePointer", 512, 416);
            TutShowNextButton();
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked() )
                TutHideImages();
                TutHideBackButton();
                TutHideNextButton();
                JUMP CameraZoomOut;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraZoomOut
//  Player zooms the camera out
//---------------------------------------------------------------------
    STATE CameraZoomOut
        INIT
            TutShowText(LSTRING_CameraZoomOut);
            SpeechEvent(TUT_CameraZoomOut,0);
            TutShowImages("Tut_Mouse_ButtonLR_MoveD,Tut_Mouse_Middle_RollD");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (CameraGetDistance() > CAMERAZoomFar)
                TutHideBackButton();
                TutHideImages();
                JUMP CameraZoomIn;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraZoomIn
//---------------------------------------------------------------------
    STATE CameraZoomIn
        INIT
            TutShowText(LSTRING_CameraZoomIn);
            SpeechEvent(TUT_CameraZoomIn,0);
            TutShowImages("Tut_Mouse_ButtonLR_MoveU,Tut_Mouse_Middle_RollU");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (CameraGetDistance() < CAMERAZoomClose)
                TutHideBackButton();
                TutHideImages();
                JUMP CameraPractice;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraPractice
//---------------------------------------------------------------------
    STATE CameraPractice
        INIT
            TutShowText(LSTRING_CameraPractice);
            SpeechEvent(TUT_CameraPractice,0);
            TutShowImages("Tut_Mouse_ButtonR_MoveLRUD,Tut_Mouse_ButtonLR_MoveUD,Tut_Mouse_Middle_RollUD");
            TutShowNextButton();
            TutShowBackButton();
        ENDINIT

        WATCH
            IF ( TutNextButtonClicked() )
                TutHideImages();
                TutHideNextButton();
                JUMP Main;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//*********************************************************************
//
// Lesson 2: Taskbar
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: TaskbarStart
//  Starts the taskbar lesson
//---------------------------------------------------------------------
    STATE TaskbarStart
        INIT
            TutSaveLesson(VarGet("LessonCnt"), LSTRING_SaveBuildingShips);
        ENDINIT

        WATCH
            VarInc("LessonCnt");
            JUMP LessonTitleBuild;
        ENDWATCH
    ENDSTATE TaskbarStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LessonTitleBuild
//  Displays the lesson title on the screen
//---------------------------------------------------------------------
    STATE LessonTitleBuild
        INIT
            TutShowText(LSTRING_LessonTitleBuild);
            SpeechEvent(TUT_TaskbarSave,0);
            TutDisableEverything();
            TutEnableFlags("GameRunning,PauseGame");
            TutShowNextButton();
            TutShowPrevButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideBackButton();
                TutHideNextButton();
                TutHideText();
                JUMP TaskbarIntro;
            ENDIF
        ENDWATCH
    ENDSTATE LessonTitleBuild
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In-Game: TaskbarIntro
//  Introduces the taskbar
//---------------------------------------------------------------------
    STATE TaskbarIntro
        INIT
            TutSetTextDisplayBoxGame(20, 20, 300, 50);
            SpeechEvent(TUT_TaskbarIntro,0);
            TutShowText(LSTRING_TaskbarIntro);
            TutShowBackButton();
            TutEnableFlags("TaskbarOpen");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("Game_TaskbarOn") == 1)
                JUMP TaskbarDescription;
            ENDIF
        ENDWATCH
    ENDSTATE TaskbarIntro
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: TaskbarDescription
//  Describes the taskbar
//---------------------------------------------------------------------
    STATE TaskbarDescription
        INIT
            TutShowText(LSTRING_TaskbarDescription);
            SpeechEvent(TUT_TaskbarDescription,0);
            TutShowNextButton();
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked() )
                TutHideNextButton();
                JUMP Main;
            ENDIF
        ENDWATCH
    ENDSTATE TaskbarDescription
//---------------------------------------------------------------------

//*********************************************************************
//
// Lesson 3: Building Ships
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: BuildManagerStart
//  Saves the Building ships lesson
//---------------------------------------------------------------------
    STATE BuildManagerStart
        INIT
            //This lesson is saved in the taskbar stuff
//            TutSaveLesson(VarGet("LessonCnt"), LSTRING_SaveBuildingShips);
//            VarInc("LessonCnt");
        ENDINIT

        WATCH
                JUMP TaskbarBuildManagerButton;
        ENDWATCH
    ENDSTATE BuildManagerStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: TaskbarBuildManagerButton
//  Points out the Build manager button on the taskbar
//  Launching point for the Building lesson
//---------------------------------------------------------------------
    STATE TaskbarBuildManagerButton
        INIT
            TutShowText(LSTRING_TaskbarBuildManagerButton);
            SpeechEvent(TUT_TaskbarBuildManagerButton,0);
            TutShowBackButton();
//            TutSetPointerTargetFERegion("ThePointer", "CSM_Build");
            TutSetPointerTargetXYTaskbar("XYPointer", 120, 450);
            TutEnableFlags("BuildManager");
            TutResetGameMessageQueue();
            TutShowImages("Tut_Mouse_ButtonL");
        ENDINIT

        WATCH
            IF ( TutGameSentMessage("CSM_Build,KB_Build") = 1 )
                TutHideText();
                TutHideBackButton();
                TutHideImages();
                ClearScreen();
                JUMP BuildManagerIntro;
            ENDIF
        ENDWATCH
    ENDSTATE TaskbarBuildManagerButton
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerIntro
//  Introduces the build manager
//---------------------------------------------------------------------
    STATE BuildManagerIntro
        INIT
//            TutSetTextDisplayBoxFE(300, 6, 330, 24);
            TutSetTextDisplayBoxFE(12, 180, 280, 24);
            BuilderRestrictAll();
            TutShowText(LSTRING_BuildManagerIntro);
            SpeechEvent(TUT_BuildManagerIntro,0);
            TutSetPointerTargetFERegion("ThePointer", "TutorialText");
            TutShowNextButton();
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideNextButton();
                TutHideBackButton();
                TutHideText();
                JUMP BuildManagerRUCount;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerRUCount
//  IDs the RU count in the build manager
//---------------------------------------------------------------------
    STATE BuildManagerRUCount
        INIT
            TutShowText(LSTRING_BuildManagerRUCount);
            SpeechEvent(TUT_BuildManagerRUCount,0);
            TutSetPointerTargetFERegion("TutPointer", "TutorialText");
            TutSetPointerTargetFERegion("ThePointer", "CM_RUs");
            TutSetPointerTargetXYFE("PointerXY", 273, 55);
            TutShowNextButton();
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked() )
                TutHideBackButton();
                TutHideNextButton();
                TutHideText();
                JUMP BuildManagerShipList;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerShipList
//  IDs the Ship List in the build manager
//---------------------------------------------------------------------
    STATE BuildManagerShipList
        INIT
            TutShowText(LSTRING_BuildManagerShipList);
            SpeechEvent(TUT_BuildManagerShipList,0);
            TutSetPointerTargetFERegion("PointerTut", "TutorialText");
            TutSetPointerTargetFERegion("ThePointer", "CM_Ships");
            TutShowNextButton();
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked() )
                TutHideBackButton();
                TutHideNextButton();
                TutHideText();
                JUMP BuildManagerAddResCollector;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerShipWindow
//  IDs the Ship Window in the build manager
//---------------------------------------------------------------------
//  STATE BuildManagerShipWindow
//      INIT
//          TutShowText(LSTRING_BuildManagerShipWindow);
//          TutSetPointerTargetFERegion("SV_ShipView");
//          TutShowNextButton();
//          TimerCreateSetStart("TextTimer", 60);
//          TutShowImages("Tut_Mouse_ButtonR_MoveLRUD,Tut_Mouse_ButtonLR_MoveUD,Tut_Mouse_ButtonM");
//          TutRedrawEverything();
//      ENDINIT
//
//      WATCH
//          TutRedrawEverything();
//            IF ( (TimerRemaining("TextTimer") = 0) OR TutNextButtonClicked() )
//              TutHideNextButton();
//                TutHideImages();
//              JUMP BuildManagerAddResCollector;
//          ENDIF
//      ENDWATCH
//  ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerAddResCollector
//  User adds a resource collector to the build batch queue
//---------------------------------------------------------------------
    STATE BuildManagerAddResCollector
        INIT
            TutShowText(LSTRING_BuildManagerAddResCollector);
            SpeechEvent(TUT_BuildManagerAddResCollector,0);
            TutSetPointerTargetFERegion("PointerTut", "TutorialText");
            BuilderUnrestrictShipTypes("ResourceCollector");
            TutDisableFlags("BuildArrows");
            TutSetPointerTargetXYFE("ThePointer", 80, 141);
//          TutSetPointerTargetFERegion("ThePointer", "CM_Ships");
            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (BuildManagerShipTypeSelected("ResourceCollector"))
                TutHideBackButton();
                TutHideImages();
                TutHideText();
                JUMP BuildManagerIncrease;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerIncrease
//
//---------------------------------------------------------------------
    STATE BuildManagerIncrease
        INIT
            TutShowText(LSTRING_BuildManagerIncrease);
            SpeechEvent(TUT_3_4_BuildManagerIncrease,0);
            TutSetPointerTargetFERegion("PointerTut", "TutorialText");
            TutSetPointerTargetXYFE("ThePointer", 80,141);
            TutEnableFlags("BuildArrows");
            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF ( BuildManagerShipTypeInBatchQueue("ResourceCollector") = 1 )
                TutHideBackButton();
                TutHideImages();
                TutHideText();
                BuilderRestrictAll();
                JUMP BuildManagerBuildRC;
            ENDIF
        ENDWATCH
    ENDSTATE BuildManagerIncrease
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In Build Manager: BuildManagerBuildRC
//  User clicks on the Build button to start building Resouce Collector
//---------------------------------------------------------------------
    STATE BuildManagerBuildRC
        INIT
            TutShowText(LSTRING_BuildManagerBuildRC);
            SpeechEvent(TUT_BuildManagerBuildRC,0);
            TutSetPointerTargetFERegion("PointerTut", "TutorialText");
            TutSetPointerTargetXYFE("ThePointer", 100, 450);
//          TutSetPointerTargetFERegion("ThePointer", "CM_BuildShips");
            TutResetGameMessageQueue();
            TutEnableFlags("BuildBuildShips");
            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF ( TutGameSentMessage("CM_BuildShips") = 1 )
                TutHideBackButton();
                TutHideImages();
                TutDisableFlags("BuildBuildShips");
                JUMP BuildManagerIDProgressBar;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerIDProgressBar
//  IDs the build progress bar
//---------------------------------------------------------------------
    STATE BuildManagerIDProgressBar
        INIT
            TutShowText(LSTRING_BuildManagerIDProgressBar);
            SpeechEvent(TUT_BuildManagerIDProgressBar,0);
            TutSetPointerTargetFERegion("PointerTut", "TutorialText");
            TutSetPointerTargetXYFE("ThePointer", 25, 142);
//          TutSetPointerTargetFERegion("ThePointer", "CM_Ships");
            TutShowNextButton();
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked() )
                TutHideBackButton();
                TutHideNextButton();
                JUMP BuildManagerBuildResearchShip;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerBuildResearchShip
//  User builds a research ship
//---------------------------------------------------------------------
    STATE BuildManagerBuildResearchShip
        INIT
            TutShowText(LSTRING_BuildManagerBuildResearchShip);
            SpeechEvent(TUT_BuildManagerBuildResearchShip,0);
            TutSetPointerTargetFERegion("PointerTut", "TutorialText");
            TutSetPointerTargetXYFE("ThePointer", 92, 165);
            BuilderUnrestrictShipTypes("ResearchShip");
            TutDisableFlags("BuildArrows");
//          TutSetPointerTargetFERegion("ThePointer", "CM_Ships");
            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IFONCE (BuildManagerShipTypeSelected("ResearchShip"))
                TutEnableFlags("BuildArrows");
            ENDIFONCE

            IF (BuildManagerShipTypeInBatchQueue("ResearchShip") = 1)
                TutHideBackButton();
                TutHideImages();
                BuilderRestrictAll();
                JUMP BuildManagerHitBuildRS;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerHitBuildRS
//  User hits build to start building ResearchShip
//---------------------------------------------------------------------
    STATE BuildManagerHitBuildRS
        INIT
            TutShowText(LSTRING_BuildManagerHitBuildRS);
            SpeechEvent(TUT_BuildManagerHitBuildRS,0);
            TutShowImages("Tut_Mouse_ButtonL");
            TutEnableFlags("BuildBuildShips");
//            TutSetPointerTargetFERegion("PointerFE", "CM_BuildShips");
            TutSetPointerTargetFERegion("PointerTut", "TutorialText");
            TutSetPointerTargetXYFE("ThePointer", 100, 450);
            TutShowBackButton();
            TutResetGameMessageQueue();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("CM_BuildShips") = 1)
                TutShowBackButton();
                TutHideImages();
                TutDisableFlags("BuildBuildShips");
                JUMP BuildManagerBuildScouts;
            ENDIF
        ENDWATCH
    ENDSTATE BuildManagerHitBuildRS
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In Build Manager: BuildManagerBuildScouts
//  User builds 10 scouts
//---------------------------------------------------------------------
    STATE BuildManagerBuildScouts
        INIT
            TutShowText(LSTRING_BuildManagerBuildScouts);
            SpeechEvent(TUT_BuildManagerBuildScouts,0);
            BuilderUnrestrictShipTypes("LightInterceptor");
            TutSetPointerTargetFERegion("PointerTut", "TutorialText");
            TutSetPointerTargetXYFE("ThePointer", 50, 110);
//          TutSetPointerTargetFERegion("ThePointer", "CM_Ships");
            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (BuildManagerShipTypeInBatchQueue("LightInterceptor") = 10)
                TutHideBackButton();
                TutHideImages();
                BuilderRestrictAll();
                JUMP BuildManagerHitBuildScouts;
//          ELSEIF (BuildManagerShipTypeInBatchQueue("LightInterceptor") > 10)
//                TutHideImages();
//                BuilderRestrictAll();
//                JUMP BuildManagerReduceScouts;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerReduceScouts
//  Shows user how to reduce number of ships in batch queue
//---------------------------------------------------------------------
//    STATE BuildManagerReduceScouts
//        INIT
//            TutShowText(LSTRING_BuildManagerReduceScouts);
//            BuilderUnrestrictShipTypes("LightInterceptor");
//            TutSetPointerTargetFERegion("ThePointer", "CM_Ships");
//            TutShowImages("Tut_Mouse_ButtonR");
//            TutRedrawEverything();
//        ENDINIT
//
//        WATCH
//          IF (BuildManagerShipTypeInBatchQueue("LightInterceptor") = 10)
//                TutHideImages();
//                BuilderRestrictAll();
//              JUMP BuildManagerHitBuildScouts;
//            ENDIF
//        ENDWATCH
//   ENDSTATE BuildManagerReduceScouts
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerHitBuildScouts
//  User hits build to start building scouts
//---------------------------------------------------------------------
    STATE BuildManagerHitBuildScouts
        INIT
            TutShowText(LSTRING_BuildManagerHitBuildScouts);
            SpeechEvent(TUT_BuildManagerHitBuildScouts,0);
            BuilderRestrictAll();
            TutShowImages("Tut_Mouse_ButtonL");
            TutEnableFlags("BuildBuildShips");
//            TutSetPointerTargetFERegion("PointerFE", "CM_BuildShips");
            TutSetPointerTargetFERegion("PointerTut", "TutorialText");
            TutSetPointerTargetXYFE("ThePointer", 100, 450);
            TutShowBackButton();
            TutResetGameMessageQueue();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("CM_BuildShips") = 1)
                TutHideBackButton();
                TutHideImages();
                TutDisableFlags("BuildBuildShips");
                JUMP BuildManagerProgressBars;
            ENDIF
        ENDWATCH
    ENDSTATE BuildManagerHitBuildScouts
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerProgressBars
//  Explains progress bars to player.
//---------------------------------------------------------------------
    STATE BuildManagerProgressBars
        INIT
            TutShowText(LSTRING_BuildManagerProgressBars);
            TutSetPointerTargetFERegion("PointerTut", "TutorialText");
            TutSetPointerTargetXYFE("ThePointer", 62, 107);
            SpeechEvent(TUT_BuildManagerProgressBars,0);
            TutShowNextButton();
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideBackButton();
                TuthideNextButton();
                JUMP BuildManagerBottomProgressBar;
            ENDIF
        ENDWATCH
    ENDSTATE BuildManagerProgressBars
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerBottomProgressBar
//
//---------------------------------------------------------------------
    STATE BuildManagerBottomProgressBar
        INIT
            TutShowText(LSTRING_BuildManagerBottomProgressBar);
            SpeechEvent(TUT_3_12_BuildManagerBottomProgressBar,0);
            TutSetPointerTargetFERegion("PointerTut", "TutorialText");
            TutSetPointerTargetXYFE("ThePointer", 20, 112);
            TutShowNextButton();
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideBackButton();
                TutHideNextButton();
                JUMP BuildManagerClose;
            ENDIF
        ENDWATCH
    ENDSTATE BuildManagerBottomProgressBar
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In Build Manager: BuildManagerPause
//  Describes Pause button
//---------------------------------------------------------------------
//  STATE BuildManagerPause
//      INIT
//          TutShowText(LSTRING_BuildManagerPause);
//          TutSetPointerTargetFERegion("ThePointer", "CM_PauseJobs");
//            TutEnableFlags("BuildPauseJobs");
//          TimerCreateSetStart("TextTimer", 20);
//            TutShowNextButton();
//            TutShowImages("Tut_Mouse_ButtonL");
//            TutResetGameMessageQueue();
//          TutRedrawEverything();
//      ENDINIT
//
//      WATCH
//          IF ( (TimerRemaining("TextTimer") = 0) OR TutNextButtonClicked() )
//                TutHideImages();
//                TutHideNextButton();
//                TutDisableFlags("BuildPauseJobs");
//              JUMP BuildManagerCancel;
//            ELSEIF (TutGameSentMessage("CM_PauseJobs") = 1)
//                TutHideImages();
//                TutHideNextButton();
//                JUMP BuildManagerUnpause;
//          ENDIF
//      ENDWATCH
//  ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerUnpause
//  Unpauses the build
//---------------------------------------------------------------------
//    STATE BuildManagerUnpause
//        INIT
//            TutShowText(LSTRING_BuildManagerUnpause);
//            TutSetPointerTargetFERegion("ThePointer", "CM_PauseJobs");
//            TutShowImages("Tut_Mouse_ButtonL");
//            TutResetGameMessageQueue();
//            TutRedrawEverything();
//        ENDINIT
//
//        WATCH
//            IF (TutGameSentMessage("CM_PauseJobs") = 1)
//                TutHideImages();
//                TutDisableFlags("BuildPauseJobs");
//                JUMP BuildManagerCancel;
//            ENDIF
//        ENDWATCH
//    ENDSTATE BuildManagerUnpause
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In Build Manager: BuildManagerCancel
//  Describes Cancel build button.
//---------------------------------------------------------------------
//  STATE BuildManagerCancel
//      INIT
//          TutShowText(LSTRING_BuildManagerCancel);
//          TutSetPointerTargetFERegion("ThePointer", "CM_CancelJobs");
//          TutShowNextButton();
//          TimerCreateSetStart("TextTimer", 20);
//          TutRedrawEverything();
//      ENDINIT
//
//      WATCH
//          IF ( (TimerRemaining("TextTimer") = 0) OR TutNextButtonClicked() )
//              TutHideNextButton();
//              JUMP BuildManagerClose;
//          ENDIF
//      ENDWATCH
//  ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In Build Manager: BuildManagerClose
//  Describes Close button and closes build manager
//---------------------------------------------------------------------
    STATE BuildManagerClose
        INIT
            TutShowText(LSTRING_BuildManagerClose);
            SpeechEvent(TUT_BuildManagerClose,0);
            TutSetPointerTargetFERegion("PointerTut", "TutorialText");
//            TutSetPointerTargetFERegion("PointerFER", "CM_Close");
            TutSetPointerTargetXYFE("PointerXY", 520, 450);
            TutEnableFlags("BuildClose");
//            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
            TutRedrawEverything();
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ( TutGameSentMessage("CM_Close") = 1 )
                //just in case
                BuilderRestrictAll();
                TutHideBackButton();
                TutDisableEverything();
                TutEnableFlags("GameRunning,PauseGame,TaskbarClose");
//                TutHideImages();
                JUMP Main;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: BuildingShips
//  Ships will now be popping out of the mothership
//---------------------------------------------------------------------
//STATE BuildingShips
//        INIT
//            TutSetTextDisplayBoxGame(20, 20, 300, 50);
//            TutShowText(LSTRING_BuildingShips);
//****            SpeechEvent(,0);
//            TutShowBackButton();
//            TutShowNextButton();
//        ENDINIT
//
//        WATCH
//            IF (TutNextButtonClicked())
//                TutHideBackButton();
//                TutHideNextButton();
//                TutHideText();
//                JUMP Main;
//            ENDIF
//        ENDWATCH
//    ENDSTATE BuildingShips
//---------------------------------------------------------------------


//*********************************************************************
//
// Lesson 3: Selecting and Focusing
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: SelectingStart
//  Starts the selecting lesson
//---------------------------------------------------------------------
    STATE SelectingStart
        INIT
            TutSaveLesson(VarGet("LessonCnt"), LSTRING_SaveSelectingShips);
        ENDINIT

        WATCH
            VarInc("LessonCnt");
            JUMP LessonTitleSelecting;
        ENDWATCH
    ENDSTATE SelectingStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LessonTitleSelecting
//  Displays the lesson title on the screen
//---------------------------------------------------------------------
    STATE LessonTitleSelecting
        INIT
            TutSetTextDisplayBoxGame(20, 20, 300, 50);
            TutShowText(LSTRING_LessonTitleSelecting);
            SpeechEvent(TUT_SaveSelectingShips,0);
            TutShowNextButton();
            TutShowPrevButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideBackButton();
                TutHideNextButton();
                TutHideText();
                IF (CameraGetDistance() > CAMERAZoomMidClose)
                    JUMP SelectIntro;
                ELSE
                    JUMP SelectIntroZoomOut;
                ENDIF
            ENDIF
        ENDWATCH
    ENDSTATE LessonTitleSelecting
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectIntroZoomOut
//  Player zooms out.
//---------------------------------------------------------------------
    STATE SelectIntroZoomOut
        INIT
            TutShowText(LSTRING_SelectIntroZoomOut);
            SpeechEvent(TUT_4_1_SelectIntroZoomOut,0);
            TutShowImages("Tut_Mouse_ButtonLR_MoveD,Tut_Mouse_Middle_RollD");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (CameraGetDistance() > CAMERAZoomMidClose)
                TutHideBackButton();
                TutHideImages();
                JUMP SelectIntro;
            ENDIF
        ENDWATCH
    ENDSTATE SelectIntroZoomOut
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectIntro
//  Starts off the select lesson
//---------------------------------------------------------------------
    STATE SelectIntro
        INIT
            TutSetTextDisplayBoxGame(20, 20, 300, 50);
            TutShowText(LSTRING_SelectIntro);
            SpeechEvent(TUT_SelectIntro,0);
            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
            TutEnableFlags("ClickSelect");
        ENDINIT

        WATCH
            IF (SelectContainsShipTypes("Mothership"))
                TutHideNextButton();
                TutHideBackButton();
                TutDisableFlags("ClickSelect");
                TutHideText();
                JUMP DeselectMothership;
            ENDIF
        ENDWATCH
    ENDSTATE SelectIntro
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectBandboxTeach
//  Teaches the player bandboxing
//---------------------------------------------------------------------
//    STATE SelectBandboxTeach
//        INIT
//            TutShowText(LSTRING_SelectBandboxTeach);
//            SpeechEvent(2580,0);
//            TutShowBackButton();
//            TutShowImages("Tut_Mouse_Lbandbox");
//            TutResetGameMessageQueue();
//        ENDINIT
//
//        WATCH
//            IF ((TutGameSentMessage("Game_SelectingRect") == 1))
//                TutHideBackButton();
//                TutHideImages();
//                TutHideText();
//                JUMP BandboxFinish;
//            ENDIF
//        ENDWATCH
//    ENDSTATE SelectBandboxTeach
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: BandboxFinish
//  Player finishes the bandbox
//---------------------------------------------------------------------
//    STATE BandboxFinish
//        INIT
//            TutShowText(LSTRING_BandboxFinish);
//            TutShowImages("Tut_Mouse_Lbandbox");
//            SpeechEvent(2581,0);
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            IF (SelectContainsShipTypes("Mothership"))
//                TutHideBackButton();
//                TutHideImages();
//                TutHideText();
//                JUMP DeselectMothership;
//            ENDIF
//        ENDWATCH
//    ENDSTATE BandboxFinish
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: DeselectMothership
//  Player deselects mothership.
//---------------------------------------------------------------------
    STATE DeselectMothership
        INIT
            TutShowText(LSTRING_DeselectMothership);
            SpeechEvent(TUT_4_5_DeselectMothership,0);
            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
            TutEnableFlags("CancelSelect");
        ENDINIT

        WATCH
            IF (SelectNumSelected() == 0)
                TutHideText();
                TutHideImages();
                TutHideBackButton();
                TutDisableFlags("CancelSelect");
                JUMP BandboxMothership;
            ENDIF
        ENDWATCH
    ENDSTATE DeselectMothership
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: BandboxMothership
//  Player bandboxes mothership
//---------------------------------------------------------------------
    STATE BandboxMothership
        INIT
            TutShowText(LSTRING_BandboxMothership);
            SpeechEvent(TUT_BandboxMothership,0);
            TutShowImages("Tut_Mouse_Lbandbox");
            TutEnableFlags("BandSelect");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (SelectContainsShipTypes("Mothership"))
                TutHideText();
                TutHideBackButton();
                TutDisableFlags("BandSelect");
                TutHideImages();
                JUMP SelectInfoOverlay;
            ENDIF
        ENDWATCH
    ENDSTATE BandboxMothership
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In-Game: BandboxWrongShips
//  The player has bandboxed the wrong ships
//---------------------------------------------------------------------
//    STATE BandboxWrongShips
//        INIT
//            TutShowText(LSTRING_BandboxWrongShips);
//            SpeechEvent(2584,0);
//          TutShowImages("Tut_Mouse_Lbandbox");
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            IF ((SelectContainsShipTypes("Mothership")) AND
//                (SelectNumSelected() == 1))
//                TutHideImages();
//                TutHideText();
//                TutHideBackButton();
//                JUMP SelectInfoOverlay;
//            ENDIF
//        ENDWATCH
//    ENDSTATE BandboxWrongShips
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectInfoOverlay
//  Describes the Info Overlay
//---------------------------------------------------------------------
    STATE SelectInfoOverlay
        INIT
            IF (CameraGetDistance() > CAMERAZoomFar)
                VarCreateSet("Alt", TRUE);
                TutShowText(LSTRING_SelectInfoOverlayAlt);
                SpeechEvent(TUT_SelectInfoOverlayAlt,0);
                TutShowNextButton();
            ELSE
                TutShowText(LSTRING_SelectInfoOverlay);
                SpeechEvent(TUT_SelectInfoOverlay,0);
            ENDIF
            TutSetPointerTargetXYRight("ThePointer", 501, 13);
            TutShowImages("Tut_Mouse_ButtonLR_MoveD,Tut_Mouse_Middle_RollD");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF ((!VarGet("Alt") && CameraGetDistance() > CAMERAZoomFar) ||
                (VarGet("Alt") && TutNextButtonClicked()))
                VarDestroy("Alt");
                TutHideNextButton();
                TutHideText();
                TutHideBackButton();
                TutHideImages();
                JUMP SelectBandboxAll;
            ENDIF
        ENDWATCH
    ENDSTATE SelectInfoOverlay
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectBandboxAll
//  Player bandboxes all ships
//---------------------------------------------------------------------
    STATE SelectBandboxAll
        INIT
            TutShowText(LSTRING_SelectBandboxAll);
            SpeechEvent(TUT_SelectBandboxAll,0);
            TutShowImages("Tut_Mouse_Lbandbox");
            TutEnableFlags("BandSelect");
            ForceBuildShipType("ResourceCollector");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (SelectContainsShipTypes("Mothership") AND
                SelectContainsShipTypes("ResourceCollector") AND
                (SelectNumSelected() > 2))
                TutHideImages();
                TutHideText();
                TutHideBackButton();
                JUMP SelectOverlayClick;
            ENDIF
        ENDWATCH
    ENDSTATE SelectBandboxAll
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectOverlayClick
//  Player clicks on the resource collector in the info overlay
//---------------------------------------------------------------------
    STATE SelectOverlayClick
        INIT
            VarCreateSet("NumSelected", SelectNumSelected());
            TutShowText(LSTRING_SelectOverlayClick);
            TutSetPointerTargetXYRight("ThePointer", 501, 23);
            TutShowImages("Tut_Mouse_ButtonL");
            SpeechEvent(TUT_SelectOverlayClick,0);
            TutShowBackButton();
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("Game_InfoOverlayClick") &&
                (SelectNumSelected() == 1) &&
                (SelectContainsShipTypes("ResourceCollector")))
                TutHideImages();
                TutDisableFlags("BandSelect");
                TutHideText();
                TutHideBackButton();
                JUMP SelectResCollect;
            ENDIF
            TutResetGameMessageQueue();
        ENDWATCH
    ENDSTATE SelectOverlayClick
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectResCollect
//  The resource collector is selected.
//---------------------------------------------------------------------
    STATE SelectResCollect
        INIT
            TutShowText(LSTRING_SelectResCollect);
            SpeechEvent(TUT_SelectFocusResCollect,0);
            TutShowNextButton();
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideText();
                TutHideBackButton();
                TutHideNextButton();
                JUMP FocusResCollect;
            ENDIF
        ENDWATCH
    ENDSTATE SelectResCollect
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: FocusResCollect
//  Player focuses on res collector
//---------------------------------------------------------------------
    STATE FocusResCollect
        INIT
            TutShowText(LSTRING_FocusResCollect);
            SpeechEvent(TUT_4_12_FocusResCollect,0);
            TutShowBackButton();
            TutShowImages("Tut_Mouse_ButtonM,Tut_Key_F");
            TutEnableFlags("Focus");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("Game_ClickFocus,KB_Focus"))
                TutHideImages();
                TutHideBackButton();
                TutDisableFlags("Focus");
                TutHideText();
                JUMP SelectMoveCamera;
            ENDIF
        ENDWATCH
    ENDSTATE FocusResCollect
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectMoveCamera
//  Player moves camera around
//---------------------------------------------------------------------
    STATE SelectMoveCamera
        INIT
            TutShowText(LSTRING_SelectMoveCamera);
            SpeechEvent(TUT_SelectMoveCameraFocus,0);
            TutShowBackButton();
            TutShowNextButton();
            TutShowImages("Tut_Mouse_ButtonR_MoveLRUD,Tut_Mouse_ButtonLR_MoveUD,Tut_Mouse_Middle_RollUD");
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideImages();
                TutHideBackButton();
                TutHideText();
                TutHideNextButton();
                JUMP CameraFocusAgain;
            ENDIF
        ENDWATCH
    ENDSTATE SelectMoveCamera
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CameraFocusAgain
//  Player focuses the camera again
//---------------------------------------------------------------------
    STATE CameraFocusAgain
        INIT
            TutShowText(LSTRING_CameraFocusAgain);
            SpeechEvent(TUT_4_14_CameraFocusAgain,0);
            TutShowBackButton();
            TutShowImages("Tut_Mouse_ButtonM,Tut_Key_F");
            TutEnableFlags("Focus");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_ClickFocus,KB_Focus") == 1))
                TutHideImages();
                TutDisableFlags("Focus");
                TutHideBackButton();
                TutHideText();
                JUMP SelectFocusIn;
            ENDIF
        ENDWATCH
    ENDSTATE CameraFocusAgain
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In-Game: SelectFocusIn
//  Player Moves camera out
//---------------------------------------------------------------------
    STATE SelectFocusIn
        INIT
            TutShowText(LSTRING_SelectFocusIn);
            SpeechEvent(TUT_SelectFocusIn,0);
            TutShowImages("Tut_Mouse_ButtonLR_MoveD,Tut_Mouse_Middle_RollD");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (CameraGetDistance() > CAMERAZoomFar)
                TutHideText();
                TutHideBackButton();
                TutHideImages();
                JUMP SelectScouts;
            ENDIF
        ENDWATCH
    ENDSTATE SelectFocusIn
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectScouts
//  Player selects the scouts
//---------------------------------------------------------------------
    STATE SelectScouts
        INIT
            TutShowText(LSTRING_SelectScouts);
            SpeechEvent(TUT_4_16_SelectScouts,0);
            TutShowImages("Tut_Mouse_ButtonL");
            TutEnableFlags("BandSelect");
            TutShowBackButton();
        ENDINIT

        WATCH
            VarCreateSet("NumScouts", FindEnemyShipsOfType(SHIPS_Scouts, "LightInterceptor"));
            TutSetPointerTargetShipSelection("ThePointer", SHIPS_Scouts);

            IF ((SelectContainsShipTypes("LightInterceptor") == VarGet("NumScouts")) AND
                (NOT SelectContainsShipTypes("Mothership,ResourceCollector,ResourceController")))
                VarDestroy("NumScouts");
                TutHideImages();
                TutHideBackButton();
                TutHideText();
                TutDisableFlags("BandSelect");
                JUMP SelectFocusScouts;
            ENDIF
        ENDWATCH
    ENDSTATE SelectScouts
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectFocusScouts
//  Focus on the selected scouts
//---------------------------------------------------------------------
    STATE SelectFocusScouts
        INIT
            TutShowText(LSTRING_SelectFocusScouts);
            SpeechEvent(TUT_4_17_SelectFocusScouts,0);
            TutShowImages("Tut_Key_F,Tut_Mouse_ButtonM");
            TutShowBackButton();
            TutEnableFlags("Focus");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_ClickFocus,KB_Focus") == 1))
                TutHideBackButton();
                TutHideImages();
                TutHideText();
                TutDisableFlags("Focus");
                JUMP ScoutsCenteredFocusIn;
            ENDIF
        ENDWATCH
    ENDSTATE SelectFocusScouts
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectCenteredFocusIn
//  Focus in on the selected scouts
//---------------------------------------------------------------------
    STATE ScoutsCenteredFocusIn
        INIT
            TutShowText(LSTRING_ScoutsCenteredFocusIn);
            SpeechEvent(TUT_4_18_ScoutsCenteredFocusIn,0);
            TutShowImages("Tut_Key_F,Tut_Mouse_ButtonM");
            TutShowBackButton();
            TutEnableFlags("Focus");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_ClickFocus,KB_Focus") == 1))
                TutHideBackButton();
                TutHideImages();
                TutHideText();
                TutDisableFlags("Focus");
                JUMP ScoutsCloseup;
            ENDIF
        ENDWATCH
    ENDSTATE ScoutsCenteredFocusIn
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: ScoutsCloseup
//  look at the scouts clloseup
//---------------------------------------------------------------------
    STATE ScoutsCloseup
        INIT
            TutShowText(LSTRING_ScoutsCloseup);
            SpeechEvent(TUT_4_19_ScoutsCloseup,0);
            TutShowImages("Tut_Mouse_ButtonR_MoveLRUD");
            TutShowBackButton();
            TutShowNextButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideBackButton();
                TutHideNextButton();
                TutHideText();
                JUMP SelectFocusPractice;
            ENDIF
        ENDWATCH
    ENDSTATE ScoutsCloseup
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectFocusPractice
//  Player practices focusing and selecting
//---------------------------------------------------------------------
    STATE SelectFocusPractice
        INIT
            TutShowText(LSTRING_SelectFocusPractice);
            SpeechEvent(TUT_SelectFocusPractice,0);
            TutShowImages("Tut_Mouse_ButtonL,Tut_Mouse_Lbandbox,Tut_Mouse_ButtonM,Tut_Key_F");
            TutEnableFlags("ClickSelect,BandSelect,Focus");
            TutShowBackButton();
            TutShowNextButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideImages();
                TutHideText();
                TutHideBackButton();
                TutHideNextButton();
                TutDisableEverything();
                TutEnableFlags("GameRunning,PauseGame,Focus");
                JUMP SelectResourceCollector;
            ENDIF
        ENDWATCH
    ENDSTATE SelectFocusPractice
//---------------------------------------------------------------------



//---------------------------------------------------------------------
//  In-Game: SelectResCollDescription
//  Describes the function of the resource collector
//---------------------------------------------------------------------
//    STATE SelectResCollDescription
//        INIT
//            TutShowText(LSTRING_SelectResCollDescription);
//            SpeechEvent(2592,0);
//            TutShowNextButton();
//            TutShowBackButton();
//            TutEnableFlags("ClickSelect,BandSelect,Focus");
//            FindEnemyShipsOfType(SHIPS_ResColl, "ResourceCollector");
//            TutSetPointerTargetShip("ResPointer", SHIPS_ResColl);
//        ENDINIT
//
//        WATCH
//            IF (TutNextButtonClicked())
//                TutHideNextButton();
//                TutHideBackButton();
//                JUMP SelectResourceCollector;
//            ENDIF
//        ENDWATCH
//    ENDSTATE SelectResCollDescription
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In-Game: SelectResourceCollector
//  Player selects the resource collector and does stuff with it.
//---------------------------------------------------------------------
    STATE SelectResourceCollector
        INIT
            TutShowText(LSTRING_SelectResourceCollectorFirst);
            SpeechEvent(TUT_SelectResourceCollectorFirst,0);
            TutEnableFlags("ClickSelect,BandSelect,Focus");
            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
            FindEnemyShipsOfType(SHIPS_ResColl, "ResourceCollector");
            TutSetPointerTargetShip("ResPointer", SHIPS_ResColl);
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IFONCE ((SelectContainsShipTypes("ResourceCollector") == 1) &&
                    (!SelectContainsShipTypes("LightInterceptor,Mothership,ResearchShip")))
                TutHideImages();
                TutShowImages("Tut_Mouse_ButtonM,Tut_Key_F");
            ENDIFONCE

            IFONCE ((SelectContainsShipTypes("ResourceCollector") == 1) AND
                    (!SelectContainsShipTypes("LightInterceptor,Mothership,ResearchShip")) &&
                    (TutCameraFocusedOnShipType("ResourceCollector") == 1))
                TutHideImages();
                TutShowImages("Tut_Mouse_ButtonLR_MoveU,Tut_Mouse_Middle_RollU");
            ENDIFONCE

            IF ((SelectContainsShipTypes("ResourceCollector") == 1) AND
                (!SelectContainsShipTypes("LightInterceptor,Mothership,ResearchShip")) AND
                (TutCameraFocusedOnShipType("ResourceCollector") == 1) AND
                (CameraGetDistance() < CAMERAZoomMidClose))
                TutHideImages();
                TutHideBackButton();
                TutHideText();
                TutRemovePointer("ResPointer");
                TutDisableFlags("ClickSelect,BandSelect,Focus");
                JUMP SelectResCollHealthBar;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectResCollHealthBar
//  IDs the Resource Collector's health bar.
//---------------------------------------------------------------------
    STATE SelectResCollHealthBar
        INIT
            TutShowText(LSTRING_SelectResCollHealthBar);
            SpeechEvent(TUT_SelectResCollHealthBar,0);
            TutShowNextButton();
            TutShowBackButton();
            FindSelectedShips(SHIPS_ResColl);
            TutSetPointerTargetShipHealth("ThePointer", SHIPS_ResColl);
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideNextButton();
                TutHideBackButton();
                TutHideText();
                JUMP SelectResCollContextMenu;
            ENDIF
        ENDWATCH
    ENDSTATE
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectResCollContextMenu
//  Player brings up the context menu for the resource collector
//---------------------------------------------------------------------
    STATE SelectResCollContextMenu
        INIT
            TutShowText(LSTRING_SelectResCollContextMenu);
            SpeechEvent(TUT_SelectResCollContextMenu,0);
            TutShowBackButton();
            TutEnableFlags("ContextMenus");
            TutShowImages("Tut_Rightclick");
            TutResetContextMenuShipTypeTest();
        ENDINIT

        WATCH
            IF (TutContextMenuDisplayedForShipType("ResourceCollector") == 1)
                TutHideText();
                TutHideImages();
                TutHideBackButton();
                JUMP SelectResCollDescribeContextMenu;
            ENDIF
        ENDWATCH
    ENDSTATE SelectResCollContextMenu
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectResCollDescribeContextMenu
//  Tutorial describes context menu for resouce collector
//---------------------------------------------------------------------
    STATE SelectResCollDescribeContextMenu
        INIT
            TutShowText(LSTRING_SelectResCollDescribeContextMenu);
            SpeechEvent(TUT_SelectResCollDescribeContextMenu,0);
            TutResetGameMessageQueue();
            TutEnableFlags("Harvest");
            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("CSM_Harvest") = 1)
                TutDisableFlags("Harvest,ContextMenus");
                TutHideText();
                TutHideImages();
                TutHideBackButton();
                JUMP SelectResCollCollecting;
            ENDIF
        ENDWATCH
    ENDSTATE SelectResCollDescribeContextMenu
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectResCollCollecting
//  Resource Collector goes off on it's merry way to harvest
//---------------------------------------------------------------------
    STATE SelectResCollCollecting
        INIT
            TutShowText(LSTRING_SelectResCollCollecting);
            SpeechEvent(TUT_SelectResCollCollecting,0);
            TutShowNextButton();
            TutShowBackButton();
            TutEnableFlags("Focus");
            TutShowImages("Tut_Mouse_ButtonR_MoveLRUD,Tut_Mouse_ButtonLR_MoveUD,Tut_Mouse_Middle_RollUD");
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideNextButton();
                TutHideBackButton();
                TutHideText();
                FindEnemyShipsOfType(SHIPS_Mothership, "Mothership");
                FindEnemyShipsOfType(SHIPS_Scouts, "LightInterceptor");
                FindEnemyShipsOfType(SHIPS_Research, "ResearchShip");
                ShipsAdd(SHIPS_Mothership, SHIPS_Scouts);
                ShipsAdd(SHIPS_Mothership, SHIPS_Research);
                TutCameraFocus(SHIPS_Mothership);
                JUMP SelectFocusResearchShip;
            ENDIF
        ENDWATCH
    ENDSTATE SelectResCollCollecting
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectFocusResearchShip
//  Player focuses on research ship to move on to the next level
//---------------------------------------------------------------------
    STATE SelectFocusResearchShip
        INIT
            TutShowText(LSTRING_SelectFocusResearchShip);
            SpeechEvent(TUT_SelectFocusResearchShip,0);
            TutShowBackButton();
            TutShowImages("Tut_Mouse_ButtonL");
            ForceBuildShipType("ResearchShip");
            TutEnableFlags("Focus,BandSelect,ClickSelect");
        ENDINIT

        WATCH
            FindEnemyShipsOfType(SHIPS_Research, "ResearchShip");
            TutSetPointerTargetShip("ThePointer", SHIPS_Research);

            IF ((TutCameraFocusedOnShipType("ResearchShip") == 1) AND
                (TutCameraFocusedOnShipType("Mothership,LightInterceptor,ResourceCollector") == 0))
//                (CameraGetDistance() < CAMERAZoomClose))
                TutHideImages();
                TutHideBackButton();
                TutHideText();
                JUMP Main;
            ELSEIF ((SelectContainsShipTypes("ResearchShip") == 1) AND
                    (!SelectContainsShipTypes("Mothership,LightInterceptor,ResourceCollector")))
                TutHideImages();
                TutShowImages("Tut_MouseButtonM,Tut_Key_F");
            ENDIF
        ENDWATCH
    ENDSTATE SelectFocusResearchShip
//---------------------------------------------------------------------


//*********************************************************************
//
// Lesson 5: Researching
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: ResearchStart
//  Starts the research lesson
//---------------------------------------------------------------------
    STATE ResearchStart
        INIT
            TutSaveLesson(VarGet("LessonCnt"), LSTRING_SaveResearch);
        ENDINIT

        WATCH
            VarInc("LessonCnt");
            JUMP LessonTitleResearch;
        ENDWATCH
    ENDSTATE ResearchStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LessonTitleResearch
//  Displays the lesson title on the screen
//---------------------------------------------------------------------
    STATE LessonTitleResearch
        INIT
            TutShowText(LSTRING_LessonTitleResearch);
            SpeechEvent(TUT_SaveResearch,0);
            TutDisableEverything();
            TutEnableFlags("GameRunning,PauseGame,Focus");
            TutShowNextButton();
            TutShowPrevButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideNextButton();
                TutHideText();
                JUMP ResearchIntro;
            ENDIF
        ENDWATCH
    ENDSTATE LessonTitleResearch
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: ResearchIntro
//  Introduces research to the player
//---------------------------------------------------------------------
    STATE ResearchIntro
        INIT
            TutSetTextDisplayBoxGame(20, 20, 300, 50);
            SpeechEvent(TUT_ResearchIntro,0);
            TutShowText(LSTRING_ResearchIntro);
            TutShowBackButton();
            TutEnableFlags("TaskbarOpen");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("Game_TaskbarOn") == 1)
                TutHideText();
                TutHideBackButton();
                JUMP TaskbarResearchManagerButton;
            ENDIF
        ENDWATCH
    ENDSTATE ResearchIntro
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: TaskbarResearchManagerButton
//  Points out the research manager button
//  Launching point for the Researching lesson
//---------------------------------------------------------------------
    STATE TaskbarResearchManagerButton
        INIT
            TutShowText(LSTRING_TaskbarResearchManagerButton);
            SpeechEvent(TUT_TaskbarResearchManagerButton,0);
            TutShowBackButton();
            TutSetPointerTargetXYTaskbar("ThePointer", 200, 450);
//            TutSetPointerTargetFERegion("FEPointer", "CSM_Research");
            TutEnableFlags("ResearchManager");
            TutResetGameMessageQueue();
            TutshowImages("Tut_Mouse_ButtonL");
        ENDINIT

        WATCH
            IF (TutGameSentMessage("CSM_Research,KB_Research") == 1)
                TutHideText();
                TutHideBackButton();
                TutHideImages();
                TutDisableFlags("ResearchManager");
                ClearScreen();
                JUMP ResearchManagerScreen;
            ENDIF
        ENDWATCH
    ENDSTATE TaskbarResearchManagerButton
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Research Manager: ResearchManagerScreen
//  Introduces the research screen
//---------------------------------------------------------------------
    STATE ResearchManagerScreen
        INIT
            TutSetTextDisplayBoxFE(10, 100, 228, 24);
            TutShowText(LSTRING_ResearchManagerScreen);
            SpeechEvent(TUT_ResearchManagerScreen,0);
            TutShowNextButton();
            TutShowBackButton();
            TutSetPointerTargetFERegion("ThePointer", "TutorialText");
        ENDINIT

        WATCH
            TutRedrawEverything();
            IF (TutNextButtonClicked())
                TutHideText();
                TutHideNextButton();
                TutHideBackButton();
                JUMP ResearchManagerTopicWindow;
            ENDIF
        ENDWATCH
    ENDSTATE ResearchManagerScreen
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Research Manager: ResearchManagerTopicWindow
//  Introduces the research screen
//---------------------------------------------------------------------
    STATE ResearchManagerTopicWindow
        INIT
            TutShowText(LSTRING_ResearchManagerTopicWindow);
            SpeechEvent(TUT_ResearchManagerTopicWindow,0);
            TutSetPointerTargetFERegion("ThePointer", "RM_TechListWindow");
            TutSetPointerTargetFERegion("TutPointer", "TutorialText");
            TutShowNextButton();
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideBackButton();
                TutHideNextButton();
                TutHideText();
                JUMP ResearchManagerGreenDot;
            ENDIF
        ENDWATCH
    ENDSTATE ResearchManagerTopicWindow
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Research Manager: ResearchManagerWrongTopic
//  The player clicked on the wrong topic
//---------------------------------------------------------------------
//    STATE ResearchManagerWrongTopic
//        INIT
//            TutShowText(LSTRING_ResearchManagerWrongTopic);
//            TutSetPointerTargetFERegion("ThePointer", "RM_TechListWindow");
//            TutResetGameMessageQueue();
//        ENDINIT
//
//        WATCH
//            TutRedrawEverything();
//            IF (TutGameSentMessage("RM_TechSelect_Chassis3") == 1)
//                TutDisableFlags("ResearchSelectTech");
//                JUMP ResearchManagerClickInfo;
//            ENDIF
//        ENDWATCH
//    ENDSTATE ResearchManagerWrongTopic
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Research Manager: ReserachManagerClickInfo
//  Player clicks "info" button
//---------------------------------------------------------------------
//    STATE ResearchManagerClickInfo
//        INIT
//            TutShowText(LSTRING_ResearchManagerClickInfo);
//            SpeechEvent(2605,0);
//            TutSetPointerTargetFERegion("ThePointer", "RM_ExtendedInfo");
//            TutResetGameMessageQueue();
//        ENDINIT
//
//       WATCH
//            TutRedrawEverything();
//            IF (TutGameSentMessage("RM_ExtendedInfo") == 1)
//                JUMP ResearchManagerTopicDescription;
//            ENDIF
//        ENDWATCH
//    ENDSTATE ResearchManagerClickInfo
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Research Manager: ResearchManagerGreenDot
//  Green dots represent researched technology
//---------------------------------------------------------------------
    STATE ResearchManagerGreenDot
        INIT
            TutShowText(LSTRING_ResearchManagerGreenDot);
            SpeechEvent(TUT_5_4_ResearchManagerGreenDot,0);
            TutShowBackButton();
            TutShowNextButton();
            TutSetPointerTargetXYFE("XYPointer", 23, 60);
            TutSetPointerTargetFERegion("TutPointer", "TutorialText");
        ENDINIT

        WATCH
            TutRedrawEverything();
            IF (TutNextButtonClicked())
                TutHideBackButton();
                TutHideNextButton();
                TutHideText();
                JUMP ResearchManagerSelectTech;
            ENDIF
        ENDWATCH
    ENDSTATE ResearchManagerGreenDot
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Research Manager: ResearchManagerSelectTech
//  Player selects the technology to research
//---------------------------------------------------------------------
    STATE ResearchManagerSelectTech
        INIT
            TutShowText(LSTRING_ResearchManagerSelectTech);
            SpeechEvent(TUT_5_5_ResearchManagerSelectTech,0);
            TutEnableFlags("ResearchSelectTech");
            TutSetPointerTargetXYFE("XYPointer", 100, 83);
            TutSetPointerTargetFERegion("TutPointer", "TutorialText");
            TutResetGameMessageQueue();
            TutShowBackButton();
        ENDINIT

        WATCH
            TutRedrawEverything();
            IF (TutGameSentMessage("RM_TechSelect_Chassis3") == 1)
                TutDisableFlags("ResearchSelectTech");
                TutHideNextButton();
                TutHideBackButton();
                TutHideText();
                JUMP ResearchManagerTopicDescription;
            ENDIF
        ENDWATCH
    ENDSTATE ResearchManagerSelectTech
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Research Manager: ResearchManagerTopicDescription
//
//---------------------------------------------------------------------
    STATE ResearchManagerTopicDescription
        INIT
            TutShowText(LSTRING_ResearchManagerTopicDescription);
            SpeechEvent(TUT_ResearchManagerTopicDescription,0);
//            TutSetPointerTargetFERegion("ThePointer", "RM_ResearchItem");
            TutSetPointerTargetXYFE("XYPointer", 70, 450);
            TutSetPointerTargetFERegion("TutPointer", "TutorialText");
            TutEnableFlags("ResearchResearch");
            TutResetGameMessageQueue();
            TutShowBackButton();
        ENDINIT

        WATCH
            TutRedrawEverything();
            IF (TutGameSentMessage("RM_ResearchItem,RM_DoubleClick") == 1)
                TutDisableFlags("ResearchResearch");
                TutHideBackButton();
                TutHideText();
                JUMP ResearchManagerResearching;
            ENDIF
        ENDWATCH
    ENDSTATE ResearchManagerTopicDescription
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Research Manager: ResearchManagerResearching
//  Points out the progress bar
//---------------------------------------------------------------------
    STATE ResearchManagerResearching
        INIT
//            TutSetTextDisplayBoxFE(300, 6, 330, 24);
            TutShowText(LSTRING_ResearchManagerResearching);
            SpeechEvent(TUT_ResearchManagerResearching,0);
            TutSetPointerTargetXYFE("XYPointer", 40, 82);
            TutSetPointerTargetFERegion("TutPointer", "TutorialText");
            TutShowNextButton();
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            TutRedrawEverything();
            IF (TutNextButtonClicked())
                TutShowBackButton();
                TutHideNextButton();
                TutHideText();
                JUMP ResearchManagerClose;
            ENDIF
        ENDWATCH
    ENDSTATE ResearchManagerResearching
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Research Manager: ResearchManagerClose
//  Close the research manager
//---------------------------------------------------------------------
    STATE ResearchManagerClose
        INIT
            TutShowText(LSTRING_ResearchManagerClose);
            SpeechEvent(TUT_5_8_ResearchManagerClose,0);
            TutEnableFlags("ResearchClose");
            TutSetPointerTargetXYFE("XYPointer", 520, 450);
            TutSetPointerTargetFERegion("TutPointer", "TutorialText");
//            TutSetPointerTargetFERegion("ThePointer", "RM_ExitMenu");
            TutShowBackButton();
            TutResetGameMessageQueue();
            TutRedrawEverything();
        ENDINIT

        WATCH
            TutRedrawEverything();
            IF (TutGameSentMessage("RM_ExitMenu") == 1)
                TutDisableFlags("ResearchClose");
                TutHideText();
                TutHideBackButton();
                FindEnemyShipsOfType(SHIPS_Mothership, "Mothership");
                TutCameraFocus(SHIPS_Mothership);
                JUMP Main;
            ENDIF
        ENDWATCH
    ENDSTATE ResearchManagerClose
//---------------------------------------------------------------------

//*********************************************************************
//
// Lesson 7: Group Selection
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: GroupSelectStart
//  Starts the group selection lesson
//---------------------------------------------------------------------
//    STATE GroupSelectStart
//        INIT
//            TutSaveLesson(VarGet("LessonCnt"), LSTRING_SaveGroupSelect);
//        ENDINIT
//
//        WATCH
//            VarInc("LessonCnt");
//            JUMP LessonTitleGroupSelect;
//        ENDWATCH
//    ENDSTATE GroupSelectStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LessonTitleGroupSelect
//  Displays the lesson title on the screen
//---------------------------------------------------------------------
//    STATE LessonTitleGroupSelect
//        INIT
//            TutShowText(LSTRING_LessonTitleGroupSelect);
////****            SpeechEvent(,0);
//            TutShowNextButton();
//            TutShowPrevButton();
//        ENDINIT
//
//        WATCH
//            IF (TutNextButtonClicked())
//                TutHideNextButton();
//                TutHideText();
//                JUMP TaskbarIntro;
//            ENDIF
//        ENDWATCH
//    ENDSTATE LessonTitleGroupSelect
////---------------------------------------------------------------------
//

//---------------------------------------------------------------------
//  In-Game: GroupSelectIntro
//  introduces the group selection lesson
//---------------------------------------------------------------------
//    STATE GroupSelectIntro
//        INIT
//          TutSetTextDisplayBoxGame(20, 20, 300, 50);
//            TutShowText(LSTRING_GroupSelectIntro);
//            SpeechEvent(2609,0);
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            IF (TutCameraFocusedOnShipType("LightInterceptor") > 0)
//                IF (TutCameraFocusedOnShipType("LightInterceptor") < 10)
//                    JUMP GroupSelectNotEnoughScouts;
//                ELSE
//                    JUMP GroupSelectBandbox;
//                ENDIF
//            ENDIF
//        ENDWATCH
//    ENDSTATE GroupSelectIntro
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: GroupSelectNotEnoughScouts
//  Player didn't alt-bandbox all the scouts
//---------------------------------------------------------------------
//    STATE GroupSelectNotEnoughScouts
//        INIT
//            TutShowText(LSTRING_GroupSelectNotEnoughScouts);
//            SpeechEvent(2610,0);
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            IF (TutCameraFocusedOnShipType("LightInterceptor") == 10)
//                JUMP GroupSelectBandbox;
//            ENDIF
//        ENDWATCH
//    ENDSTATE GroupSelectNotEnoughScouts
////---------------------------------------------------------------------
//
////---------------------------------------------------------------------
////  In-Game: GroupSelectBandbox
////  Shows player how to bandbox select
//---------------------------------------------------------------------
//    STATE GroupSelectBandbox
//        INIT
//            TutShowText(LSTRING_GroupSelectBandbox);
//            SpeechEvent(2611,0);
//            TutShowBackButton();
//            TutDisableEverything();
//            TutEnableFlags("GameRunning,BandSelect");
//        ENDINIT
//
//        WATCH
//            IF (SelectContainsShipTypes("LightInterceptor") == 10)
//                TutDisableFlags("BandSelect");
//                JUMP GroupSelectDeselect;
//            ELSEIF (SelectContainsShipTypes("LightInterceptor") > 0)
//                JUMP GroupSelectNotEnoughScoutsSel;
//            ENDIF
//        ENDWATCH
//    ENDSTATE GroupSelectBandbox
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: GroupSelectNotEnoughScoutsSel
//  The player didn't select enough scouts
//---------------------------------------------------------------------
//    STATE GroupSelectNotEnoughScoutsSel
//        INIT
//            TutShowText(LSTRING_GroupSelectNotEnoughScoutsSel);
//            SpeechEvent(2612,0);
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            IF (SelectContainsShipTypes("LightInterceptor") == 10)
//                TutDisableFlags("BandSelect");
//                JUMP GroupSelectDeselect;
//            ENDIF
//        ENDWATCH
//    ENDSTATE GroupSelectNotEnoughScoutsSel
////---------------------------------------------------------------------
//
////---------------------------------------------------------------------
////  In-Game: GroupSelectDeselect
//  A selection can be deselected by clicking on empty space.
//---------------------------------------------------------------------
//    STATE GroupSelectDeselect
//        INIT
//            TutShowText(LSTRING_GroupSelectDeselect);
//            SpeechEvent(2613,0);
//            TutShowBackButton();
//            TutEnableFlags("CancelSelect");
//        ENDINIT
//
//        WATCH
//            IF (SelectNumSelected() == 0)
//                TutDisableFlags("CancelSelect");
//                JUMP GroupSelectClick;
//            ENDIF
//        ENDWATCH
//    ENDSTATE GroupSelectDeselect
////---------------------------------------------------------------------
//
////---------------------------------------------------------------------
//  In-Game: GroupSelectClick
//  Player clicks to select the group of interceptors
//---------------------------------------------------------------------
//    STATE GroupSelectClick
//        INIT
//            TutShowText(LSTRING_GroupSelectClick);
//            SpeechEvent(2614,0);
//            TutShowBackButton();
//            TutEnableFlags("ClickSelect");
//            TutResetGameMessageQueue();
//        ENDINIT
//
//        WATCH
//            IF (TutGameSentMessage("Game_ClickSelectGroup"))
//                TutDisableFlags("ClickSelect");
//                JUMP GroupSelectClickDescription;
//            ENDIF
//        ENDWATCH
//    ENDSTATE GroupSelectClick
////---------------------------------------------------------------------
//
//---------------------------------------------------------------------
//  In-Game: GroupSelectClickDescription
//  Describes the click selection
//---------------------------------------------------------------------
//    STATE GroupSelectClickDescription
//        INIT
//            TutShowText(LSTRING_GroupSelectClickDescription);
//            SpeechEvent(2615,0);
//            TutEnableFlags("ClickSelect");
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            IF ((SelectContainsShipTypes("LightInterceptor") == 1) AND
//                (SelectNumSelected() == 1))
//                TutDisableFlags("ClickSelect");
//                JUMP GroupSelectClickOneScoutFocus;
//            ENDIF
//        ENDWATCH
//    ENDSTATE GroupSelectClickDescription
////---------------------------------------------------------------------
//
//---------------------------------------------------------------------
//  In-Game: GroupSelectClickOneScoutFocus
//  Player focuses on the single scout
//---------------------------------------------------------------------
//    STATE GroupSelectClickOneScoutFocus
//        INIT
//            TutShowText(LSTRING_GroupSelectClickOneScoutFocus);
//            SpeechEvent(2616,0);
//            TutEnableFlags("Focus");
//            TutShowBackButton();
//            TutResetGameMessageQueue();
//        ENDINIT
//
//        WATCH
//            IF (TutCameraFocusedOnShipType("LightInterceptor") == 1)
//                TutDisableFlags("Focus");
//                JUMP GroupSelectShift;
//            ENDIF
//        ENDWATCH
//    ENDSTATE GroupSelectClickOneScoutFocus
////---------------------------------------------------------------------
//
//---------------------------------------------------------------------
//  In-Game: GroupSelectShift
//  Player selects other ship
//---------------------------------------------------------------------
//    STATE GroupSelectShift
//        INIT
//            FindEnemyShipsOfType(SHIPS_Resource, "ResourceCollector");
//
//            TutShowText(LSTRING_GroupSelectShift);
//            SpeechEvent(2617,0);
//            TutEnableFlags("ClickSelect,BandSelect");
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            TutSetPointerTargetShip("ThePointer", SHIPS_Resource);
//
//            IF (SelectNumSelected() == 2)
//                IF ((SelectContainsShipTypes("ResourceCollector") == 1) AND
//                    (SelectContainsShipTypes("LightInterceptor") == 1))
//                    TutDisableFlags("ClickSelect,BandSelect");
//                    JUMP GroupSelectShiftFocus;
//                ELSE
//                    JUMP GroupSelectShiftWrongShips;
//                ENDIF
//            ELSEIF (SelectNumSelected() > 2)
//                JUMP GroupSelectShiftTooManyShips;
//            ENDIF
//        ENDWATCH
//    ENDSTATE GroupSelectShift
////---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: GroupSelectShiftWrongShips
//  The player has selected the wrong ships.
//---------------------------------------------------------------------
//    STATE GroupSelectShiftWrongShips
//        INIT
//            TutShowText(LSTRING_GroupSelectShiftWrongShips);
//            SpeechEvent(2618,0);
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            TutSetPointerTargetShip("ThePointer", SHIPS_Research);
//
//            IF (SelectNumSelected() == 2)
//                IF ((SelectContainsShipTypes("ResearchShip") == 1) AND
//                    (SelectContainsShipTypes("LightInterceptor") == 1))
//                    TutDisableFlags("ClickSelect,BandSelect");
//                    JUMP GroupSelectShiftFocus;
//                ELSE
//                    JUMP GroupSelectShiftWrongShips;
//                ENDIF
//            ELSEIF (SelectNumSelected() > 2)
//                JUMP GroupSelectShiftTooManyShips;
//            ENDIF
//        ENDWATCH
//    ENDSTATE GroupSelectShiftWrongShips
////---------------------------------------------------------------------
//
////---------------------------------------------------------------------
////  In-Game: GroupSelectShiftTooManyShips
//  The player has selected too many ships.
//---------------------------------------------------------------------
//    STATE GroupSelectShiftTooManyShips
//        INIT
//            TutShowText(LSTRING_GroupSelectShiftTooManyShips);
//            SpeechEvent(2619,0);
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            TutSetPointerTargetShip("ThePointer", SHIPS_Research);
//
//            IF (SelectNumSelected() == 2)
//                IF ((SelectContainsShipTypes("ResearchShip") == 1) AND
//                    (SelectContainsShipTypes("LightInterceptor") == 1))
//                    TutDisableFlags("ClickSelect,BandSelect");
//                    JUMP GroupSelectShiftFocus;
//                ELSE
//                    JUMP GroupSelectShiftWrongShips;
//                ENDIF
//            ELSEIF (SelectNumSelected() > 2)
//                JUMP GroupSelectShiftTooManyShips;
//            ENDIF
//        ENDWATCH
//    ENDSTATE GroupSelectShiftTooManyShips
////---------------------------------------------------------------------
//
//
////---------------------------------------------------------------------
//  In-Game: GroupSelectShiftFocus
//  Player focuses on other ship
//---------------------------------------------------------------------
//    STATE GroupSelectShiftFocus
//        INIT
//            TutShowText(LSTRING_GroupSelectShiftFocus);
//            SpeechEvent(2620,0);
//            TutShowBackButton();
//            TutResetGameMessageQueue();
//            TutEnableFlags("Focus");
//        ENDINIT
//
//        WATCH
//            IF (TutGameSentMessage("Game_ClickFocus,KB_Focus") == 1)
//                TutDisableFlags("Focus");
//                JUMP GroupSelectShiftFocusPractice;
//            ENDIF
//        ENDWATCH
//    ENDSTATE GroupSelectShiftFocus
////---------------------------------------------------------------------
//
//---------------------------------------------------------------------
//  In-Game: GroupSelectShiftFocusPractice
//  Player practices focusing and selecting
//---------------------------------------------------------------------
//    STATE GroupSelectShiftFocusPractice
//        INIT
//            TutShowText(LSTRING_GroupSelectShiftFocusPractice);
//            SpeechEvent(2621,0);
//            TutEnableFlags("Focus,ClickSelect,BandSelect,CancelSelect");
//            TutShowBackButton();
//            TutShowNextButton();
//        ENDINIT
//
//        WATCH
//            IF (TutNextButtonClicked())
//                TutHideBackButton();
//                TutHideNextButton();
//                TutHideText();
//                TutDisableEverything();
//                TutEnableFlags("GameRunning");
//                JUMP Main;
//            ENDIF
//        ENDWATCH
//    ENDSTATE GroupSelectShiftFocusPractice
//---------------------------------------------------------------------

//*********************************************************************
//
// Lesson 7: Moving Ships
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: MoveStart
//  Saves the Moving Ships lesson
//---------------------------------------------------------------------
    STATE MoveStart
        INIT
            TutSaveLesson(VarGet("LessonCnt"), LSTRING_SaveMovingShips);
        ENDINIT

        WATCH
            VarInc("LessonCnt");
            JUMP LessonTitleMove;
        ENDWATCH
    ENDSTATE MoveStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LessonTitleMove
//  Displays the lesson title on the screen
//---------------------------------------------------------------------
    STATE LessonTitleMove
        INIT
            TutSetTextDisplayBoxGame(20, 20, 300, 50);
            TutShowText(LSTRING_LessonTitleMove);
            SpeechEvent(TUT_SaveMovingShips,0);
            TutShowNextButton();
            TutShowPrevButton();
            TutDisableEverything();
            TutEnableFlags("GameRunning,PauseGame,Focus,TaskbarClose");
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideNextButton();
                TutHideBackButton();
                TutHideText();
                VarCreateSet("IntCount", FindEnemyShipsOfType(SHIPS_Scouts, "LightInterceptor"));
                JUMP MoveBuildRemainingScouts;
            ENDIF
        ENDWATCH
    ENDSTATE LessonTitleMove
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MoveBuildRemainingScouts
//  Displays the lesson title on the screen
//---------------------------------------------------------------------
    STATE MoveBuildRemainingScouts
        INIT
            IF (VarGet("IntCount"))
                ForceBuildShipType("LightInterceptor");
                VarDec("IntCount");
            ENDIF
        ENDINIT

        WATCH
            IF (VarGet("IntCount"))
                JUMP MoveBuildRemainingScouts;
            ELSE
                VarDestroy("IntCount");
                JUMP MoveSelectScouts;
            ENDIF
        ENDWATCH
    ENDSTATE MoveBuildRemainingScouts
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MoveSelectScouts
//  Select 10 Fighters to move them.
//---------------------------------------------------------------------
    STATE MoveSelectScouts
        INIT
            TutSetTextDisplayBoxGame(20, 20, 300, 50);
            SpeechEvent(TUT_MoveSelectScouts,0);
            TutShowText(LSTRING_MoveSelectScouts);
            TutEnableFlags("ClickSelect,BandSelect,Focus");
            TutShowImages("Tut_Mouse_Middle_RollD,Tut_Mouse_ButtonLR_MoveD");
            FindEnemyShipsOfType(SHIPS_Scouts, "LightInterceptor");
            TutSetPointerTargetShipSelection("ScoutPointer", SHIPS_Scouts);
            TutShowBackButton();
        ENDINIT

        WATCH
            IFONCE (CameraGetDistance() > 5000)
                TutHideImages();
                TutShowImages("Tut_Mouse_ButtonL,Tut_Mouse_Lbandbox");
            ENDIFONCE

            IF ((SelectContainsShipTypes("LightInterceptor") == 10) &&
                (!SelectContainsShipTypes("Mothership,ResourceCollector,ResearchShip")))
                TutDisableFlags("ClickSelect,BandSelect");
                TutHideImages();
                TutHideBackButton();
                JUMP MoveFocusScouts;
            ENDIF
        ENDWATCH
    ENDSTATE MoveSelectScouts
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In-Game: MoveFocusScouts
//  Focus on the fighters
//---------------------------------------------------------------------
    STATE MoveFocusScouts
        INIT
            TutShowText(LSTRING_MoveFocusScouts);
            SpeechEvent(TUT_MoveFocusScouts,0);
            TutShowBackButton();
            TutShowImages("Tut_Mouse_ButtonM,Tut_Key_F");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("KB_Focus")==1)
                TutHideImages();
                TutHideBackButton();
                TutHideText();
                TutDisableFlags("Focus");
                JUMP MoveCameraOverview;
            ENDIF
        ENDWATCH
    ENDSTATE MoveFocusScouts
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MoveCameraOverview
//  Move the camera to get an overview of the fighters
//---------------------------------------------------------------------
    STATE MoveCameraOverview
        INIT
            TutShowText(LSTRING_MoveCameraOverview);
            TutShowImages("Tut_Mouse_ButtonR_MoveLRUD");
            TutShowBackButton();
            SpeechEvent(TUT_MoveCameraOverview,0);
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (CameraGetDeclinationDeg() < -75)
                IF (CameraGetDistance() < CAMERAZoomFar)
                    TutHideImages();
                    TutHideText();
                    TutHideBackButton();
                    JUMP MoveCameraZoomOut;
                ELSE
                    TutHideImages();
                    TutHideText();
                    TutHideBackButton();
                    JUMP MoveContextMenu;
                ENDIF
            ENDIF
        ENDWATCH
    ENDSTATE MoveCameraOverview
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MoveCameraZoomOut
//  Zoom out as far as possible to see the move
//---------------------------------------------------------------------
    STATE MoveCameraZoomOut
        INIT
            TutShowText(LSTRING_MoveCameraZoomOut);
            SpeechEvent(TUT_MoveCameraZoomOut,0);
            TutShowBackButton();
            TutShowImages("Tut_Mouse_Middle_RollD,Tut_Mouse_ButtonLR_MoveD");
        ENDINIT

        WATCH
            IF (CameraGetDistance() > CAMERAZoomFar)
                TutHideImages();
                TutHideText();
                TutHideBackButton();
                JUMP MoveContextMenu;
            ENDIF
        ENDWATCH
    ENDSTATE MoveCameraZoomOut
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MoveContextMenu
//  Open context menu for fighters
//---------------------------------------------------------------------
    STATE MoveContextMenu
        INIT
            TutShowText(LSTRING_MoveContextMenu);
            SpeechEvent(TUT_MoveContextMenu,0);
            TutEnableFlags("ContextMenus");
            TutResetContextMenuShipTypeTest();
            TutShowImages("Tut_Rightclick");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (TutContextMenuDisplayedForShipType("LightInterceptor") = 1)
                TutHideBackButton();
                TutHideImages();
                JUMP MoveSelectMove;
            ENDIF
        ENDWATCH
    ENDSTATE MoveContextMenu
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MoveSelectMove
//  Select Move option in context menu
//---------------------------------------------------------------------
    STATE MoveSelectMove
        INIT
            TutShowText(LSTRING_MoveSelectMove);
            SpeechEvent(TUT_MoveSelectMove,0);
            TutEnableFlags("Move");
            TutResetGameMessageQueue();
            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("CSM_Move,Game_Move") == 1)
                TutHideBackButton();
                TutHideImages();
                JUMP MovePizzaDishIntro;
            ENDIF
        ENDWATCH
    ENDSTATE MoveSelectMove
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Move-Mode: MovePizzaDishIntro
//  First view of the pizza dish
//---------------------------------------------------------------------
    STATE MovePizzaDishIntro
        INIT
            TutShowText(LSTRING_MovePizzaDishIntro);
            SpeechEvent(TUT_MovePizzaDishIntro,0);
            TutEnableFlags("MoveIssue");
            TutShowBackButton();
            TutShowImages("Tut_Mouse_ButtonL");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("Game_MoveIssued") == 1)
                TutHideBackButton();
                TutHideImages();
                TutHideText();
                TutDisableFlags("MoveIssue,Move,ContextMenus");
                JUMP MoveScoutsMove;
            ENDIF
        ENDWATCH
    ENDSTATE MovePizzaDishIntro
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MoveScoutsMove
//  Ships moving to destination
//---------------------------------------------------------------------
    STATE MoveScoutsMove
        INIT
            TutShowText(LSTRING_MoveScoutsMove);
            SpeechEvent(TUT_MoveScoutsMove,0);
            TutShowNextButton();
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideBackButton();
                TutHideNextButton();
                JUMP MoveHitM;
            ENDIF
        ENDWATCH
    ENDSTATE MoveScoutsMove
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MoveHitM
//  Ships selected, Hit M to move
//---------------------------------------------------------------------
    STATE MoveHitM
        INIT
            TutShowText(LSTRING_MoveHitM);
            SpeechEvent(TUT_MoveHitM,0);
            TutShowBackButton();
            TutEnableFlags("Move,ContextMenus");
            TutShowImages("Tut_Key_M,Tut_Rightclick");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("Game_Move") == 1)
                TutHideBackButton();
                TutHideImages();
                TutHideText();
                JUMP MoveCameraPizzaDish;
            ENDIF
        ENDWATCH
    ENDSTATE MoveHitM
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Move-Mode: MoveCameraPizzaDish
//  Move camera to nearly horizontal position, Pie Plate up
//---------------------------------------------------------------------
    STATE MoveCameraPizzaDish
        INIT
            TutShowText(LSTRING_MoveCameraPizzaDish);
            SpeechEvent(TUT_MoveCameraPizzaDish,0);
            TutEnableFlags("MoveIssue");
            TutShowBackButton();
            TutShowImages("Tut_Mouse_ButtonR_MoveLRUD,Tut_Mouse_Middle_RollUD,Tut_Mouse_ButtonLR_MoveUD");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_MoveIssued") == 1))
                TutHideBackButton();
                TutHideImages();
                TutHideText();
                TutDisableFlags("MoveIssue,Move,ContextMenus");
                JUMP MoveHitM2;
            ENDIF
        ENDWATCH
    ENDSTATE MoveCameraPizzaDish
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MoveHitM2
//  Ships selected, Hit M to move
//---------------------------------------------------------------------
    STATE MoveHitM2
        INIT
            TutShowText(LSTRING_MoveHitM2);
            SpeechEvent(TUT_6_10_MoveHitM2,0);
            TutShowBackButton();
            TutEnableFlags("Move,ContextMenus");
            TutShowImages("Tut_Key_M,Tut_Rightclick");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("Game_Move") == 1)
                TutHideBackButton();
                TutHideImages();
                TutHideText();
                JUMP MoveUp;
            ENDIF
        ENDWATCH
    ENDSTATE MoveHitM2
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Move-Mode: MoveCameraNearlyHorizontal
//  Move destination target around at near horizontal position.
//---------------------------------------------------------------------
//    STATE MoveCameraNearlyHorizontal
//        INIT
//            TutShowText(LSTRING_MoveCameraNearlyHorizontal);
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            IF ((CameraGetDeclinationDeg() < 10) AND
//                (CameraGetDeclinationDeg() > -10))
//                TutHideBackButton();
//                JUMP MoveNearlyHorizontalMoveTarget;
//            ENDIF
//        ENDWATCH
//    ENDSTATE MoveCameraNearlyHorizontal
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Move-Mode: MoveNearlyHorizontalMoveTarget
//  Move destination target around at near horizontal position
//---------------------------------------------------------------------
//    STATE MoveNearlyHorizontalMoveTarget
//        INIT
//            TutShowText(LSTRING_MoveNearlyHorizontalMoveTarget);
//            TimerCreateSetStart("MoveTimer", 12);
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            //***Need function that calculates distance of destination movement
//            IF (TimerRemaining("MoveTimer") == 0)
//                TutHideBackButton();
//                JUMP MoveFixAngle;
//            ENDIF
//        ENDWATCH
//    ENDSTATE MoveNearlyHorizontalMoveTarget
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In-Game: MoveFixAngle
//  Blabbing about destination target difficulty at near horizontal position.
//---------------------------------------------------------------------
//    STATE MoveFixAngle
//        INIT
//            TutShowText(LSTRING_MoveFixAngle);
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            IF (CameraGetDeclinationDeg() > -40)
//                TutHideBackButton();
//                JUMP MoveHoldShift;
//            ENDIF
//        ENDWATCH
//    ENDSTATE MoveFixAngle
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MoveHoldShift
//  Shift key with Pizza dish
//---------------------------------------------------------------------
//    STATE MoveHoldShift
//        INIT
//            TutShowText(LSTRING_MoveHoldShift);
//            SpeechEvent(2633,0);
//            TutShowBackButton();
//            TutResetGameMessageQueue();
//            TutShowImages("Tut_Key_Shift");
//            TimerCreateSetStart("MoveZTimer", 6);
//        ENDINIT
//
//        WATCH
//            IF ((TimerRemaining("MoveZTimer") == 0) AND TutGameSentMessage("Game_MoveZ") == 1)
//                TutHideImages();
//                TutHideText();
//                TutHideBackButton();
//                JUMP MoveShift;
//            ENDIF
//        ENDWATCH
//    ENDSTATE MoveHoldShift
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MoveShift
//  Describes the shift key
//---------------------------------------------------------------------
//    STATE MoveShift
//        INIT
//            TutShowText(LSTRING_MoveShift);
//            SpeechEvent(2634,0);
//            TutShowBackButton();
//            TutShowImages("Tut_Key_Shift");
//            TimerCreateSetStart("MoveShiftTimer", 8);
//        ENDINIT
//
//        WATCH
//            IF ((TimerRemaining("MoveShiftTimer") == 0))
//                TutHideImages();
//                TutHideBackButton();
//                TutHideText();
//                JUMP MoveUp;
//            ENDIF
//        ENDWATCH
//    ENDSTATE MoveShift
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MoveUp
//  Select higher destination and releases shift
//---------------------------------------------------------------------
    STATE MoveUp
        INIT
            TutShowText(LSTRING_MoveUp);
            SpeechEvent(TUT_MoveUp,0);
            TutShowBackButton();
            TutShowImages("Tut_Key_Shift");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("Game_MoveXY"))
                TutHideImages();
                TutHideBackButton();
                TutHideText();
                JUMP MoveUpRelease;
            ENDIF
        ENDWATCH
    ENDSTATE MoveUp
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MoveUpRelease
//  Player releases shift and clicks to move fighters
//---------------------------------------------------------------------
    STATE MoveUpRelease
        INIT
            TutShowText(LSTRING_MoveUpRelease);
            SpeechEvent(TUT_6_14_MoveUpRelease,0);
            TutShowImages("Tut_Mouse_ButtonR");
            TutEnableFlags("MoveIssue");
            TutShowBackButton();
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("Game_MoveIssued") == 1)
                TutHideBackButton();
                TutHideImages();
                TutHideText();
                TutDisableFlags("MoveIssue");
                JUMP MovePractice;
            ENDIF
        ENDWATCH
    ENDSTATE MoveUpRelease
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: MovePractice
//  Practice moving
//---------------------------------------------------------------------
    STATE MovePractice
        INIT
            TutShowText(LSTRING_MovePractice);
            SpeechEvent(TUT_6_15_MovePractice,0);
            TutShowBackButton();
            TutShowNextButton();
            TutEnableFlags("MoveIssue");
            TutShowImages("Tut_Key_M,Tut_Rightclick");
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutDisableFlags("Move,MoveIssue,ContextMenus");
                TutHideImages();
                TutHideText();
                TutHideNextButton();
                TutHideBackButton();
                JUMP Main;
            ENDIF
        ENDWATCH
    ENDSTATE MovePractice
//---------------------------------------------------------------------

//*********************************************************************
//
// Lesson 8: Sensors Manager
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: SMStart
//  Saves sensors manager section thingy
//---------------------------------------------------------------------
    STATE SMStart
        INIT
            TutSaveLesson(VarGet("LessonCnt"), LSTRING_SMSave);
        ENDINIT

        WATCH
            VarInc("LessonCnt");
            JUMP LessonTitleSM;
        ENDWATCH
    ENDSTATE SMStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LessonTitleSM
//  Displays the lesson title on the screen
//---------------------------------------------------------------------
    STATE LessonTitleSM
        INIT
            TutShowText(LSTRING_LessonTitleSM);
            SpeechEvent(TUT_SMSave,0);
            TutShowNextButton();
            TutShowPrevButton();
            TutDisableEverything();
            TutEnableFlags("GameRunning,PauseGame,Focus");
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideNextButton();
                TutHideBackButton();
                TutHideText();
                JUMP SMIntro;
            ENDIF
        ENDWATCH
    ENDSTATE LessonTitleSM
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In-Game: SMIntro
//  Intro
//---------------------------------------------------------------------
    STATE SMIntro
        INIT
            TutSetTextDisplayBoxGame(20, 20, 300, 50);
            TutShowText(LSTRING_SMIntro);
            SpeechEvent(TUT_SMIntro,0);
            TutEnableFlags("TaskbarOpen,TaskbarClose");
            TutShowBackButton();
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("Game_TaskbarOn") == 1)
                TutHideBackButton();
                TutHideText();
                JUMP SMPressSensors;
            ENDIF
        ENDWATCH
    ENDSTATE SMIntro
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SMPressSensors
//  Get into sensors manager
//---------------------------------------------------------------------
    STATE SMPressSensors
        INIT
            TutShowText(LSTRING_SMPressSensors);
            SpeechEvent(TUT_SMPressSensors,0);
            TutEnableFlags("SensorsManager");
            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
//            TutSetPointerTargetFERegion("ThePointer", "TB_SensorsManager");
            TutSetPointerTargetXYTaskbar("XYPointer", 40, 450);
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("TB_SensorsManager,KB_Sensors") == 1)
                TutHideText();
                TutHideBackButton();
                TutHideImages();
                TutDisableFlags("SensorsManager,TaskbarOpen");
                JUMP SMSensorsManager;
            ENDIF
        ENDWATCH
    ENDSTATE SMPressSensors
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Sensors Manager: SMSensorsManager
//  Intro to SM
//---------------------------------------------------------------------
    STATE SMSensorsManager
        INIT
            TutSetTextDisplayBoxFE(305, 6, 330, 24);
            TutShowText(LSTRING_SMSensorsManager);
            SpeechEvent(TUT_SMSensorsManager,0);
            UnhideShips(TEAMSHIPS_HelplessFighters);
            TutShowNextButton();
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideNextButton();
                TutHideBackButton();
                TutHideText();
                JUMP SMDescriptionMoShip;
            ENDIF
        ENDWATCH
    ENDSTATE SMSensorsManager
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Sensors Manager: SMDescriptionMoShip
//  Describes the sensors manager
//---------------------------------------------------------------------
    STATE SMDescriptionMoShip
        INIT
            TutShowText(LSTRING_SMDescriptionMoShip);
            SpeechEvent(TUT_SMDescription,0);
            TutShowBackButton();
            FindEnemyShipsOfType(SHIPS_Mothership, "Mothership");
            TutSetPointerTargetShip("ThePointer", SHIPS_Mothership);
            TutRedrawEverything();
            TimerCreateSetStart("SMTimer", 5);
        ENDINIT

        WATCH
            IF (TimerExpired("SMTimer"))
                TutHideBackButton();
                TutHideNextButton();
                TutHideText();
                JUMP SMDescriptionGreenDot;
            ENDIF
        ENDWATCH
    ENDSTATE SMDescriptionMoShip
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Sensors Manager: SMDescriptionGreenDot
//  Points out players ships
//---------------------------------------------------------------------
    STATE SMDescriptionGreenDot
        INIT
            TutShowText(LSTRING_SMDescriptionGreenDot);
            TutShowBackButton();
            SpeechEvent(TUT_7_4_SMDescriptionGreenDot,0);
            FindEnemyShipsOfType(SHIPS_ResColl, "ResourceCollector");
            TutSetPointerTargetShip("ptr", SHIPS_ResColl);
            TimerSet("SMTimer", 5);
            TimerStart("SMTimer");
        ENDINIT

        WATCH
            IF (TimerExpired("SMTimer"))
                TutHideText();
                TutHideBackButton();
                JUMP SMDescriptionRedDot;
            ENDIF
        ENDWATCH
    ENDSTATE SMDescriptionGreenDot
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Sensors Manager: SMDescriptionRedDot
//  Points out enemy ships
//---------------------------------------------------------------------
    STATE SMDescriptionRedDot
        INIT
            TutShowText(LSTRING_SMDescriptionRedDot);
            SpeechEvent(TUT_7_5_SMDescriptionRedDot,0);
            TutShowBackButton();
            TutSetPointerTargetShipSelection("ptr", TEAMSHIPS_HelplessFighters);
            TimerSet("SMTimer", 6);
            TimerStart("SMTimer");
        ENDINIT

        WATCH
            IF (TimerExpired("SMTimer"))
                TutHideText();
                TutHideBackButton();
                JUMP SMDescriptionLgBrownDot;
            ENDIF
        ENDWATCH
    ENDSTATE SMDescriptionRedDot
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Sensors Manager: SMDescriptionLgBrownDot
//  Points out resourceable astroids
//---------------------------------------------------------------------
    STATE SMDescriptionLgBrownDot
        INIT
            TutShowText(LSTRING_SMDescriptionLgBrownDot);
            SpeechEvent(TUT_7_6_SMDescriptionLgBrownDot,0);
            TutShowBackButton();
            TutSetPointerTargetAIVolume("ptr", VOLUME_HarvestHere);
            TimerSet("SMTimer", 8);
            TimerStart("SMTimer");
        ENDINIT

        WATCH
            IF (TimerExpired("SMTimer"))
                TutHideText();
                TutHideBackButton();
                JUMP SMDescriptionSmBrownDot;
            ENDIF
        ENDWATCH
    ENDSTATE SMDescriptionLgBrownDot
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Sensors Manager: SMDescriptionSMBrownDot
//  Points out dust
//---------------------------------------------------------------------
    STATE SMDescriptionSmBrownDot
        INIT
            TutShowText(LSTRING_SMDescriptionSmBrownDot);
            SpeechEvent(TUT_7_7_SMDescriptionSmBrownDot,0);
            TutShowBackButton();
            TutSetPointerTargetAIVolume("ptr", VOLUME_CantHarvestHere);
            TimerSet("SMTimer", 8);
            TimerStart("SMTimer");
        ENDINIT

        WATCH
            IF (TimerExpiredDestroy("SMTimer"))
                TutHideText();
                TutHideBackButton();
                JUMP SMBandBox;
            ENDIF
        ENDWATCH
    ENDSTATE SMDescriptionSmBrownDot
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  Sensors Manager: SMMoveCamera
//  Describes ease of camera movement in sensors manager
//---------------------------------------------------------------------
//    STATE SMMoveCamera
//        INIT
//            TutShowText(LSTRING_SMMoveCamera);
//            SpeechEvent(2642,0);
//            TutShowNextButton();
//          TutShowImages("Tut_Mouse_ButtonR_MoveLRUD,Tut_Mouse_ButtonLR_MoveUD,Tut_Mouse_Middle_RollUD");
//            TutRedrawEverything();
//        ENDINIT
//
//        WATCH
//            IF (TutNextButtonClicked())
//                TutHideNextButton();
//                TutHideText();
//                TutHideImages();
//                JUMP SMBandBox;
//            ENDIF
//        ENDWATCH
//    ENDSTATE SMMoveCamera
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Sensors Manager: SMBandBox
//  Describes how to get out of the sensors manager by focusing on ships
//---------------------------------------------------------------------
    STATE SMBandBox
        INIT
            TutShowText(LSTRING_SMBandBox);
            SpeechEvent(TUT_SMBandBox,0);
            TutShowImages("Tut_Mouse_ButtonL");
            TutEnableFlags("SensorsClose");
            TutShowBackButton();
            TutResetGameMessageQueue();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("Game_SensorsClose"))
                TutHideImages();
                TutDisableFlags("SensorsClose");
                TutEnableFlags("TaskbarClose");
                TutHideText();
                TutHideBackButton();
                JUMP SMExit;
            ENDIF
        ENDWATCH
    ENDSTATE SMBandBox
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SMExit
//  Back into main game screen.
//---------------------------------------------------------------------
    STATE SMExit
        INIT
        TutSetTextDisplayBoxGame(20, 20, 300, 50);
            TutShowText(LSTRING_SMExit);
            TutShowImages("Tut_Key_Space");  //context sensitive menu
            SpeechEvent(TUT_SMExit,0);
            TutEnableFlags("TaskbarOpen,SensorsManager");
            HideShips(TEAMSHIPS_HelplessFighters);
            TutShowBackButton();
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("TB_SensorsManager,KB_Sensors") == 1)
                TutHideText();
                TutHideBackButton();
                TutHideImages();
                TutDisableFlags("TaskbarOpen,SensorsManager");
                JUMP SMSelected;
            ENDIF
        ENDWATCH
    ENDSTATE SMExit
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Sensors Manager: SMSelected
//  Selected ships blinky blinky
//---------------------------------------------------------------------
    STATE SMSelected
        INIT
            TutSetTextDisplayBoxFE(305, 6, 330, 24);
            TutShowText(LSTRING_SMSelected);
            SpeechEvent(TUT_SMSelected,0);
            FindSelectedShips(SHIPS_Selected);
            TutSetPointerTargetShipSelection("ThePointer", SHIPS_Selected);
            TutShowNextButton();
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideText();
                TutHideNextButton();
                TutHideBackButton();
                JUMP SMMoveButton;
            ENDIF
        ENDWATCH
    ENDSTATE SMSelected
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Sensors Manager: SMMoveButton
//  Player clicks the move button
//---------------------------------------------------------------------
    STATE SMMoveButton
        INIT
            TutShowText(LSTRING_SMMoveButton);
            SpeechEvent(TUT_7_12_SMMoveButton,0);
            TutEnableFlags("Move,MoveIssue");
//            TutSetPointerTargetFERegion("ThePointer", "SM_Dispatch");
//            TutSetPointerTargetXYTaskbar("XYPointer", 480, 450);
//            TutShowImages("Tut_Key_M");
            TutResetGameMessageQueue();
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IFONCE ((TutGameSentMessage("Game_Move") == 1))
                TutHideImages();
                TutShowImages("Tut_Mouse_ButtonL");
            ENDIFONCE

            IF (TutGameSentMessage("Game_MoveIssued") == 1)
                TutHideText();
                TutHideBackButton();
                TutHideImages();
                TutDisableFlags("Move,MoveIssue");
                TutRemoveAllPointers();
                JUMP SMFocus;
            ENDIF
        ENDWATCH
    ENDSTATE SMMoveButton
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Sensors Manager: SMPiePlate
//  Pizza dish in the sensors manager
//---------------------------------------------------------------------
//    STATE SMPiePlate
//        INIT
//            TutShowText(LSTRING_SMPiePlate);
//            SpeechEvent(2646,0);
//            TutResetGameMessageQueue();
//            TutShowBackButton();
//            TutRedrawEverything();
//        ENDINIT
//
//        WATCH
//            IF ((TutGameSentMessage("Game_MoveIssued") == 1))
//                TutHideBackButton();
//                TutHideText();
//                JUMP SMFocus;
//            ENDIF
//        ENDWATCH
//    ENDSTATE SMPiePlate
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Sensors Manager: SMFocus
//  Focus on the ships to get out of the sensors manager
//---------------------------------------------------------------------
    STATE SMFocus
        INIT
            TutShowText(LSTRING_SMFocus);
            TutShowBackButton();
            SpeechEvent(TUT_SMFocus,0);
            TutEnableFlags("Focus,SensorsClose");
            TutShowImages("Tut_Mouse_ButtonM,Tut_Key_F");
            TutResetGameMessageQueue();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_SensorsClose") == 1))
                TutDisableFlags("Focus,SensorsClose");
                TutHideBackButton();
                TutHideImages();
                TutHideText();
                JUMP SMPractice;
            ENDIF
        ENDWATCH
    ENDSTATE SMFocus
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SMFocusAgain
//  Focus again on the fighters to center them on the screen
//---------------------------------------------------------------------
//    STATE SMFocusAgain
//        INIT
//            TutShowText(LSTRING_SMFocusAgain);
//            SpeechEvent(2648,0);
//            TutEnableFlags("Focus");
//            TutShowImages("Tut_F_Key,Tut_Mouse_ButtonM");
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            IF ((TutGameSentMessage("KB_Focus,Game_ClickFocus") == 1))
//                TutHideImages();
//                TutHideBackButton();
//                TutHideText();
//                JUMP SMPractice;
//            ENDIF
//        ENDWATCH
//    ENDSTATE SMFocusAgain
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SMPractice
//  Practice moving and using sensors manager
//---------------------------------------------------------------------
    STATE SMPractice
        INIT
            TutSetTextDisplayBoxGame(20, 20, 300, 50);
            TutShowText(LSTRING_SMPractice);
            SpeechEvent(TUT_SMPractice,0);
            TutEnableFlags("SensorsManager,SensorsClose,ContextMenus,TaskbarOpen,TaskbarClose,Focus,Move,MoveIssue");
            TutShowBackButton();
            TutShowNextButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked() && (TutCameraFocusedOnShipType("LightInterceptor") == 10))
                TutHideText();
                TutHideNextButton();
                TutHideBackButton();
                JUMP Main;
            ENDIF
        ENDWATCH
    ENDSTATE SMPractice
//---------------------------------------------------------------------

//*********************************************************************
//
// Lesson 9: Formations
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: FormationStart
//  Starts the formation lesson
//---------------------------------------------------------------------
    STATE FormationStart
        INIT
        TutSetTextDisplayBoxGame(20, 20, 300, 50);
            TutSaveLesson(VarGet("LessonCnt"), LSTRING_SaveFormation);
        ENDINIT

        WATCH
            VarInc("LessonCnt");
            JUMP LessonTitleFormations;
        ENDWATCH
    ENDSTATE FormationStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LessonTitleFormations
//  Displays the lesson title on the screen
//---------------------------------------------------------------------
    STATE LessonTitleFormations
        INIT
            TutShowText(LSTRING_LessonTitleFormations);
            TutDisableEverything();
            TutEnableFlags("GameRunning,PauseGame,Focus");
            TutCameraFocus(SHIPS_Yay);
            SpeechEvent(TUT_SaveFormation,0);
            TutShowNextButton();
            TutShowPrevButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideNextButton();
                TutHideText();
                JUMP FormationIntro;
            ENDIF
        ENDWATCH
    ENDSTATE LessonTitleFormations
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: FormationIntro
//  Introduces formation lesson
//---------------------------------------------------------------------
    STATE FormationIntro
        INIT
            TutShowText(LSTRING_FormationIntro);
            SpeechEvent(TUT_FormationIntro,0);
            TutEnableFlags("ContextMenus");
            TutShowBackButton();
            TutShowImages("Tut_Rightclick");
            TutResetContextMenuShipTypeTest();
        ENDINIT

        WATCH
            IF (TutContextMenuDisplayedForShipType("LightInterceptor") == 1)
                TutHideBackButton();
                TutHideImages();
                TutHideText();
                JUMP FormationDelta;
            ENDIF
        ENDWATCH
    ENDSTATE FormationIntro
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: FormationDelta
//  Scouts go into delta formation
//---------------------------------------------------------------------
    STATE FormationDelta
        INIT
            TutShowText(LSTRING_FormationDelta);
            SpeechEvent(TUT_FormationDelta,0);
            TutShowBackButton();
            TutEnableFlags("Formation,ContextFormDelta");
            TutShowImages("Tut_Rightclick");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_Formation_DELTA_FORMATION") == 1))
                TutDisableFlags("ContextFormDelta");
                TutHideImages();
                TutHideText();
                TutHideBackButton();
                TimerCreateSetStart("FormationTimer", 4);
            ENDIF

            IF (TimerExpiredDestroy("FormationTimer"))
                JUMP FormationDeltaBroad;
            ENDIF
        ENDWATCH
    ENDSTATE FormationDelta
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: FormationDeltaBroad
//  Describe delta, go into broad
//---------------------------------------------------------------------
    STATE FormationDeltaBroad
        INIT
            TutShowText(LSTRING_FormationDeltaBroad);
            SpeechEvent(TUT_FormationDeltaBroad,0);
            TutShowBackButton();
            TutEnableFlags("ContextFormBroad");
            TutShowImages("Tut_Rightclick");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_Formation_BROAD_FORMATION") == 1))
                TutHideText();
                TutHideBackButton();
                TutHideImages();
                TutDisableFlags("ContextFormBroad");
                TimerCreateSetStart("FormationTimer", 4);
            ENDIF

            IF (TimerExpiredDestroy("FormationTimer"))
                JUMP FormationBroadX;
            ENDIF
        ENDWATCH
    ENDSTATE FormationDeltaBroad
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: FormationBroadX
//  Describe Broad, go into X
//---------------------------------------------------------------------
    STATE FormationBroadX
        INIT
            TutShowText(LSTRING_FormationBroadX);
            SpeechEvent(TUT_FormationBroadX,0);
            TutShowBackButton();
            TutEnableFlags("ContextFormX");
            TutShowImages("Tut_Rightclick");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_Formation_DELTA3D_FORMATION") == 1))
                TutHideText();
                TutHideBackButton();
                TutHideImages();
                TutDisableFlags("ContextFormX,ContextMenus");
                TimerCreateSetStart("FormationTimer", 4);
            ENDIF

            IF (TimerExpiredDestroy("FormationTimer"))
                JUMP FormationXClaw;
            ENDIF
        ENDWATCH
    ENDSTATE FormationBroadX
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: FormationXClaw
//  Describe X, Go into claw
//---------------------------------------------------------------------
    STATE FormationXClaw
        INIT
            TutShowText(LSTRING_FormationXClaw);
            SpeechEvent(TUT_FormationXClaw,0);
            TutShowBackButton();
            TutShowImages("Tut_Key_Tab");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_Formation_CLAW_FORMATION") == 1))
                TutHideText();
                TutHideBackButton();
                TutHideImages();
                TimerCreateSetStart("FormationTimer", 4);
            ENDIF

            IF (TimerExpiredDestroy("FormationTimer"))
                JUMP FormationClawWall;
            ENDIF
        ENDWATCH
    ENDSTATE FormationXClaw
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: FormationClawWall
//  Describe Claw, go into wall
//---------------------------------------------------------------------
    STATE FormationClawWall
        INIT
            TutShowText(LSTRING_FormationClawWall);
            SpeechEvent(TUT_FormationClawWall,0);
            TutShowBackButton();
            TutShowImages("Tut_Key_Tab");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_Formation_WALL_FORMATION") == 1))
                TutHideImages();
                TutHideText();
                TutHideBackButton();
                TimerCreateSetStart("FormationTimer", 4);
            ENDIF

            IF (TimerExpiredDestroy("FormationTimer"))
                JUMP FormationWallSphere;
            ENDIF
        ENDWATCH
    ENDSTATE FormationClawWall
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: FormationWallSphere
//  Describe Wall, go into sphere
//---------------------------------------------------------------------
    STATE FormationWallSphere
        INIT
            TutShowText(LSTRING_FormationWallSphere);
            SpeechEvent(TUT_FormationWallSphere,0);
            TutShowBackButton();
            TutShowImages("Tut_Key_Tab");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_Formation_SPHERE_FORMATION") == 1))
                TutHideText();
                TutHideBackButton();
                TimerCreateSetStart("FormationTimer", 4);
            ENDIF

            IF (TimerExpiredDestroy("FormationTimer"))
                JUMP FormationPractice;
            ENDIF
        ENDWATCH
    ENDSTATE FormationWallSphere
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: FormationSphere
//  Describe sphere formation
//---------------------------------------------------------------------
//    STATE FormationSphere
//        INIT
//            TutShowText(LSTRING_FormationSphere);
//            SpeechEvent(2658,0);
//            TutShowBackButton();
//            TutShowImages("Tut_Rightclick");
//            TutShowNextButton();
//        ENDINIT
//
//        WATCH
//            IF (TutNextButtonClicked())
//                TutHideNextButton();
//                TutHideBackButton();
//                TutHideText();
//                JUMP FormationPractice;
//            ENDIF
//        ENDWATCH
//    ENDSTATE FormationSphere
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: FormationPractice
//  Player practices formations
//---------------------------------------------------------------------
    STATE FormationPractice
        INIT
            TutShowText(LSTRING_FormationPractice);
            SpeechEvent(TUT_FormationPractice,0);
            TutShowImages("Tut_Rightclick,Tut_Key_Tab");
            TutEnableFlags("ContextMenus,ContextFormDelta,ContextFormBroad,ContextFormX,ContextFormClaw,ContextFormWall,ContextFormSphere");
            TutShowBackButton();
            TutShowNextButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked() AND SelectedShipsInFormation(CLAW_FORMATION))
                TutHideNextButton();
                TutHideBackButton();
                TutDisableEverything();
                TutEnableFlags("GameRunning,PauseGame,Focus");
                TutHideImages();
                TutHideText();
                JUMP LookForEnemy;
            ENDIF
        ENDWATCH
    ENDSTATE FormationPractice
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LookForEnemy
//
//---------------------------------------------------------------------
    STATE LookForEnemy
        INIT
            TutShowText(LSTRING_LookForEnemy);
            SpeechEvent(TUT_8_9_LookForEnemy,0);
            MsgSend(TEAM_HelplessFighters,"UnhideBuddy");
            TutShowImages("Tut_Key_Space");
            TutShowBackButton();
            TutDisableEverything();
            TutEnableFlags("GameRunning,PauseGame,SensorsManager,SensorsClose,Move,MoveIssue,ContextMenus,TaskbarOpen,TaskbarClose,Focus,Formation,ContextFormDelta,ContextFormBroad,ContextFormX,ContextFormClaw,ContextFormWall,ContextFormSphere");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("TB_SensorsManager,KB_Sensors") == 1))
                TutHideText();
                TutHideBackButton();
                JUMP LookInSensors;
            ENDIF

            IF (RenderedShips(TEAMSHIPS_HelplessFighters, 4) ||
                RenderedShips(TEAMSHIPS_HelplessFighters, 3) ||
                RenderedShips(TEAMSHIPS_HelplessFighters, 2) ||
                RenderedShips(TEAMSHIPS_HelplessFighters, 1) ||
                RenderedShips(TEAMSHIPS_HelplessFighters, 0))
                TutDisableEverything();
                TutHideText();
                TutHideImages();
                TutEnableFlags("GameRunning,PauseGame,Focus,Formation,ContextFormDelta,ContextFormBroad,ContextFormX,ContextFormClaw,ContextFormWall,ContextFormSphere");
                JUMP Main;
            ENDIF
        ENDWATCH
    ENDSTATE LookForEnemy
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LookInSensors
//  Player looks for the enemy in the sensors manager
//---------------------------------------------------------------------
    STATE LookInSensors
        INIT
            TutShowText(LSTRING_RedDots);
            SpeechEvent(TUT_8_10_RedDots,0);
            TutSetPointerTargetShipSelection("ThePointer", TEAMSHIPS_HelplessFighters);
            TutShowBackButton();
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_MoveIssued") == 1))
                TutHideText();
                TutHideBackButton();
                JUMP LeaveSensors;
            ENDIF
        ENDWATCH
    ENDSTATE LookInSensors
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LeaveSensors
//
//---------------------------------------------------------------------
    STATE LeaveSensors
        INIT
            TutShowText(LSTRING_LeaveSensors);
            SpeechEvent(TUT_8_11_LeaveSensors,0);
            TutSetPointerTargetShipSelection("ThePointer", TEAMSHIPS_HelplessFighters);
            TutShowBackButton();
            ResetShipRenderFlags(TEAMSHIPS_HelplessFighters);
        ENDINIT

        WATCH
            IF (TutGameSentMessage("Game_SensorsClose"))
                TutRemoveAllPointers();
            ENDIF

            IF (TutGameSentMessage("TB_SensorsManager,KB_Sensors"))
                TutSetPointerTargetShipSelection("ThePointer", TEAMSHIPS_HelplessFighters);
            ENDIF

            IF (RenderedShips(TEAMSHIPS_HelplessFighters, 4) ||
                RenderedShips(TEAMSHIPS_HelplessFighters, 3) ||
                RenderedShips(TEAMSHIPS_HelplessFighters, 2) ||
                RenderedShips(TEAMSHIPS_HelplessFighters, 1) ||
                RenderedShips(TEAMSHIPS_HelplessFighters, 0))
                TutDisableEverything();
                TutHideText();
                TutHideImages();
                TutEnableFlags("GameRunning,PauseGame,Focus,Formation,ContextFormDelta,ContextFormBroad,ContextFormX,ContextFormClaw,ContextFormWall,ContextFormSphere,SensorsClose");
                JUMP Main;
            ENDIF
        ENDWATCH
    ENDSTATE LeaveSensors
//---------------------------------------------------------------------


//*********************************************************************
//
// Lesson 10: Attacking
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: AttackingStart
//  Starts the attacking lesson
//---------------------------------------------------------------------
    STATE AttackingStart
        INIT
            TutSaveLesson(VarGet("LessonCnt"), LSTRING_AttackingSave);
        ENDINIT

        WATCH
            VarInc("LessonCnt");
            JUMP LessonTitleAttacking;
        ENDWATCH
    ENDSTATE AttackingStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LessonTitleAttacking
//  Displays the lesson title on the screen
//---------------------------------------------------------------------
    STATE LessonTitleAttacking
        INIT
            TutShowText(LSTRING_LessonTitleAttacking);
            SpeechEvent(TUT_AttackingSave,0);
            TutShowNextButton();
            TutShowPrevButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideNextButton();
                TutHideText();
                JUMP AttackingMouseOver;
            ENDIF
        ENDWATCH
    ENDSTATE LessonTitleAttacking
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In-Game: AttackingMouseOver
//  Player moves the mouse over enemy ships  (SHIPS_HelplessFighters)
//---------------------------------------------------------------------
    STATE AttackingMouseOver
        INIT
            TutShowText(LSTRING_AttackingMouseOver);
            SpeechEvent(TUT_AttackingMouseOver,0);
            TutSetPointerTargetShipSelection("ThePointer", TEAMSHIPS_HelplessFighters);
            TutEnableFlags("Attack,ClickSelect");
            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IFONCE ((TutGameSentMessage("Game_ClickAttack") == 1))
                TutHideImages();
                TutHideText();
                TutHideBackButton();
                VarCreateSet("Clicked", TRUE);
            ENDIFONCE

            IF (MsgReceived("HelplessKilled"))
                IF (!VarGet("Clicked"))
                    TutHideImages();
                    TutHideText();
                    TutHideBackButton();
                    VarCreateSet("Bandboxed", TRUE);
                ENDIF
                JUMP BandboxAttack;
            ENDIF

            IF (TutGameSentMessage("Game_BandboxAttack"))
                VarCreateSet("Bandboxed", TRUE);
            ENDIF

//            IF (VarGet("G_HelplessDownByOne"))
//                JUMP BandboxAttack;
//            ENDIF
        ENDWATCH
    ENDSTATE AttackingMouseOver
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: AttackingMouseClick
//  Player clicks on enemy ship to attack it.
//---------------------------------------------------------------------
//    STATE AttackingMouseClick
//        INIT
//            TutShowText(LSTRING_AttackingMouseClick);
//            SpeechEvent(2662,0);
//            TutEnableFlags("ClickSelect,Attack");
//            TutShowImages("Tut_Mouse_ButtonL");
//            TutShowBackButton();
//            TutResetGameMessageQueue();
//        ENDINIT
//
//        WATCH
//            IF ((TutGameSentMessage("Game_ClickAttack") == 1))
//                TutDisableFlags("ClickSelect,Attack");
//                TutHideImages();
//                TutHideText();
//                TutHideBackButton();
//                JUMP FocusScoutsAttacking;
//            ENDIF
//        ENDWATCH
//    ENDSTATE AttackingMouseClick
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: AttackingBandbox
//  Player CTRL bandboxes the enemy scouts to attack them all.
//---------------------------------------------------------------------
    STATE BandboxAttack
        INIT
//            VarCreateSet("G_Bandboxing", TRUE);
            TutShowText(LSTRING_AttackingBandbox);
            SpeechEvent(TUT_9_2_AttackingBandbox,0);
            TutShowBackButton();
            TutShowImages("Tut_Key_Ctrl,Tut_Mouse_Lbandbox");
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IFONCE (ShipsCount(TEAMSHIPS_HelplessFighters) < 3)
                TutDisableFlags("ClickSelect");
            ENDIFONCE

            IFONCE ((TutGameSentMessage("Game_BandboxAttack") == 1))
                VarCreateSet("Bandboxed", TRUE);
                TutHideBackButton();
                TutHideImages();
                TutHideText();
            ENDIFONCE

            IFONCE (MsgReceived("HelplessKilled") && VarGet("Bandboxed") || (ShipsCount(TEAMSHIPS_HelplessFighters) < 7))
                VarDestroy("Bandboxed");
                TimerCreateSetStart("TimeStopCountdown", 1);
            ENDIFONCE

            IF (TimerExpiredDestroy("TimeStopCountdown"))
                TutEnableFlags("ClickSelect");
//                VarDestroy("G_Bandboxing");
                JUMP AttackingTimeStop;
            ENDIF
        ENDWATCH
    ENDSTATE BandboxAttack
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: AttackingTimeStop
//  Time is stopped to show the next lesson
//---------------------------------------------------------------------
    STATE AttackingTimeStop
        INIT
            TutShowText(LSTRING_AttackingTimeStop);
            SpeechEvent(TUT_9_3_AttackingTimeStop,0);
            TutShowBackButton();
            TutShowNextButton();
            TutDisableEverything();
            TutEnableFlags("Focus");
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideBackButton();
                TutHideNextButton();
                TutHideText();
                JUMP Main;
            ENDIF
        ENDWATCH
    ENDSTATE AttackingTimeStop
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In-Game: FocusScoutsAttacking
//  Player focuses on scouts attacking
//---------------------------------------------------------------------
//    STATE FocusScoutsAttacking
//        INIT
//            TutShowText(LSTRING_FocusScoutsAttacking);
//            SpeechEvent(2663,0);
//            TutShowBackButton();
//            TutShowImages("Tut_Mouse_ButtonM,Tut_Key_F");
//            TutEnableFlags("Focus");
//            TutResetGameMessageQueue();
//        ENDINIT
//
//        WATCH
//            IF ((TutGameSentMessage("Game_BandBoxFocus,Game_ClickFocus,KB_Focus") == 1))
//                TutHideImages();
//                TutHideBackButton();
//                TutHideText();
//                JUMP ScoutsAttacking;
//            ENDIF
//        ENDWATCH
//    ENDSTATE FocusScoutsAttacking
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: ScoutsAttacking
//  Watch the scouts attacking
//---------------------------------------------------------------------
//    STATE ScoutsAttacking
//        INIT
//            TutShowText(LSTRING_ScoutsAttacking);
//            SpeechEvent(2664,0);
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            IF (VarGet("G_HelplessDownByOne") == TRUE)
//                TutHideBackButton();
//                TutHideText();
//                JUMP BandboxAttack;
//            ENDIF
//        ENDWATCH
//    ENDSTATE ScoutsAttacking
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: Attacking
//
//---------------------------------------------------------------------
//    STATE Attacking
//        INIT
//            TutShowText(LSTRING_Attacking);
////****            SpeechEvent(,0);
//            TutShowBackButton();
//            TutShowNextButton();
//        ENDINIT
//
//        WATCH
//            IF (TutNextButtonClicked())
//                TutHideBackButton();
//                TutHideNextButton();
//                TutHideText();
//                JUMP Main;
//            ENDIF
//        ENDWATCH
//    ENDSTATE Attacking
//---------------------------------------------------------------------


//*********************************************************************
//
// Lesson 10: Alt-Focusing
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: AltFocusStart
//  Starting point for the Alt focus lesson
//---------------------------------------------------------------------
    STATE AltFocusStart
        INIT
            TutSaveLesson(VarGet("LessonCnt"), LSTRING_SaveFocusCamera);
        ENDINIT

        WATCH
            VarInc("LessonCnt");
            JUMP LessonTitleAltFocus;
        ENDWATCH
    ENDSTATE AltFocusStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LessonTitleAltFocus
//  Displays the lesson title on the screen
//---------------------------------------------------------------------
    STATE LessonTitleAltFocus
        INIT
            TutShowText(LSTRING_LessonTitleAltFocus);
            SpeechEvent(TUT_10_ALT_Focusing,0);
            TutShowNextButton();
            TutShowPrevButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideNextButton();
                TutHideBackButton();
                TutHideText();
                JUMP AltFocus;
            ENDIF
        ENDWATCH
    ENDSTATE LessonTitleAltFocus
//---------------------------------------------------------------------


//---------------------------------------------------------------------
//  In-Game: FocusMoveCameraOut
//
//---------------------------------------------------------------------
//    STATE FocusMoveCameraOut
//        INIT
//            TutShowText(LSTRING_FocusMoveCameraOut);
////****            SpeechEvent(,0);
//            TutShowImages("Tut_Mouse_Middle_RollD,Tut_Mouse_ButtonLR_MoveD");
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            IF (CameraGetDistance() > 13000)
//                TutHideBackButton();
//                TutHideImages();
//                TutHideText();
//                JUMP AltFocus;
//            ENDIF
//        ENDWATCH
//    ENDSTATE FocusMoveCameraOut
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: AltFocus
//  Player alt focuses scouts
//---------------------------------------------------------------------
    STATE AltFocus
        INIT
            TutShowText(LSTRING_AltFocus);
            SpeechEvent(TUT_10_1_AltFocus,0);
            TutShowImages("Tut_Key_Alt,Tut_Mouse_ButtonL");
            TutEnableFlags("ClickSelect,Focus");
            TutShowBackButton();
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_ClickFocus") == 1))
                TutHideText();
                TutHideBackButton();
                JUMP AltFocusBandbox;
            ENDIF
        ENDWATCH
    ENDSTATE AltFocus
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: AltFocusBandbox
//  Player bandbox focuses this time
//---------------------------------------------------------------------
    STATE AltFocusBandbox
        INIT
            TutShowText(LSTRING_AltFocusBandbox);
            SpeechEvent(TUT_10_2_AltFocusBandbox,0);
            TutShowImages("Tut_Key_Alt,Tut_Mouse_Lbandbox");
            TutShowBackButton();
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("Game_BandBoxFocus") == 1))
                TutHideText();
                TutHideBackButton();
                TutHideImages();
                JUMP PracticeAndUnPause;
            ENDIF
        ENDWATCH
    ENDSTATE AltFocusBandbox
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: PracticeAndUnPause
//  Player practices alt focuses and then unpauses
//---------------------------------------------------------------------
    STATE PracticeAndUnPause
        INIT
            TutShowText(LSTRING_PracticeAndUnPause);
            SpeechEvent(TUT_10_3_PracticeAndUnPause,0);
            TutShowBackButton();
//image of p button
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IFONCE ((TutGameSentMessage("KB_Pause") == 1))
                TutEnableFlags("GameRunning,PauseGame,Attack,ClickSelect,BandSelect,Focus,Formation,ContextFormDelta,ContextFormBroad,ContextFormX,ContextFormClaw,ContextFormWall,ContextFormSphere");
                TutForceUnpaused();
                TutHideText();
            ENDIFONCE

            IF (VarGet("G_HelplessDead"))
                TutHideBackButton();
                JUMP BuildFrigate;
            ENDIF
        ENDWATCH
    ENDSTATE PracticeAndUnPause
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: BuildFrigate
//  Player goes into build manager
//---------------------------------------------------------------------
    STATE BuildFrigate
        INIT
            TutShowText(LSTRING_BuildFrigate);
            SpeechEvent(TUT_10_4_BuildFrigate,0);
            IF (TechGet("Chassis3") == FALSE)
                TechSet("Chassis3");
            ENDIF
            TutDisableEverything();
            TutEnableFlags("GameRunning,PauseGame,TaskbarOpen,TaskbarClose,BuildManager");
            TutShowBackButton();
            TimerCreateSetStart("RetardTimer", 60);
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IFONCE (TimerExpiredDestroy("RetardTimer"))
                TutHideText();
                TutShowText(LSTRING_BuildFrigateHintRetard);
                SpeechEvent(TUT_10_5_BuildFrigateHintRetard, 0);
            ENDIFONCE

            IF ((TutGameSentMessage("CSM_Build,KB_Build") == 1))
                TutHideText();
                TutHideBackButton();
                ClearScreen();
                JUMP BuildFrigateStart;
            ENDIF
        ENDWATCH
    ENDSTATE BuildFrigate
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Build Manager: BuildFrigateStart
//  Player puts Frigate into the build queue
//---------------------------------------------------------------------
    STATE BuildFrigateStart
        INIT
            TutSetTextDisplayBoxFE(12, 205, 280, 24);
            TutShowText(LSTRING_BuildFrigateStart);
            SpeechEvent(TUT_10_6_BuildFrigateStart,0);
            BuilderUnrestrictShipTypes("StandardFrigate");
            TutEnableFlags("BuildBuildShips");
            TutSetPointerTargetFERegion("ThePointer", "CM_Ships");
            TutSetPointerTargetFERegion("TutPointer", "TutorialText");
            TutShowBackButton();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF (BuildManagerShipTypeInBatchQueue("StandardFrigate") == 1)
                BuilderRestrictAll();
            ENDIF

            IF (BuildManagerShipTypeInBuildQueue("StandardFrigate") == 1)
                TutHideText();
                TutDisableFlags("BuildBuildShips");
                TutHideBackButton();
                BuilderRestrictAll();
                JUMP BuildFrigateUnderway;
            ENDIF
        ENDWATCH
    ENDSTATE BuildFrigateStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  Build Manager: BuildFrigateUnderway
//  The ship is now starting to be built
//---------------------------------------------------------------------
    STATE BuildFrigateUnderway
        INIT
            TutShowText(LSTRING_BuildFrigateUnderway);
            SpeechEvent(TUT_10_7_BuildFrigateUnderway,0);
            TutEnableFlags("BuildClose");
            TutSetPointerTargetFERegion("PointerTut", "TutorialText");
//            TutSetPointerTargetFERegion("PointerFER", "CM_Close");
            TutSetPointerTargetXYFE("PointerXY", 520, 450);
            TutShowBackButton();
            TutResetGameMessageQueue();
            TutRedrawEverything();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("CM_Close") == 1))
                TutDisableEverything();
                TutHideBackButton();
                TutEnableFlags("GameRunning,PauseGame,TaskbarClose,Focus,Formation,ContextFormDelta,ContextFormBroad,ContextFormX,ContextFormClaw,ContextFormWall,ContextFormSphere");
                TutCameraFocus(SHIPS_Yay);
                JUMP Main;
            ENDIF
        ENDWATCH
    ENDSTATE BuildFrigateUnderway
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: AltFocusFinish
//  Watch battle 'till it's over...
//---------------------------------------------------------------------
//    STATE AltFocusFinish
//        INIT
//            TutShowText(LSTRING_AltFocusFinish);
//            TutEnableFlags("Focus,Attack,ClickSelect,BandSelect,CancelSelect,ContextMenus,SensorsManager");
//        ENDINIT
//
//        WATCH
//            IF (!ShipsCount(TEAMSHIPS_HelplessFighters))
//                TutDisableEverything();
//                TutEnableFlags("GameRunning");
//                JUMP Main;
//            ENDIF
//        ENDWATCH
//    ENDSTATE AltFocusFinish
//---------------------------------------------------------------------

//*********************************************************************
//
// Lesson 11: Docking
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: DockStart
//  Starts the dock lesson
//---------------------------------------------------------------------
    STATE DockStart
        INIT
            TutSaveLesson(VarGet("LessonCnt"), LSTRING_SaveDocking);
        ENDINIT

        WATCH
            VarInc("LessonCnt");
            JUMP LessonTitleDock;
        ENDWATCH
    ENDSTATE DockStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LessonTitleDock
//  Displays the lesson title on the screen
//---------------------------------------------------------------------
    STATE LessonTitleDock
        INIT
            TutSetTextDisplayBoxGame(20, 20, 300, 50);
            TutShowText(LSTRING_LessonTitleDock);
            SpeechEvent(TUT_11_Docking,0);
            TutShowNextButton();
            TutShowPrevButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideNextButton();
                TutHideBackButton();
                TutHideText();
                JUMP Docking;
            ENDIF
        ENDWATCH
    ENDSTATE LessonTitleDock
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: Docking
//  Player docks his scouts
//---------------------------------------------------------------------
    STATE Docking
        INIT
            TutShowText(LSTRING_Docking);
            SpeechEvent(TUT_11_0_Docking,0);
            TutDisableEverything();
            TutEnableFlags("GameRunning,PauseGame,ContextMenus,Focus,Formation,ContextFormDelta,ContextFormBroad,ContextFormX,ContextFormClaw,ContextFormWall,ContextFormSphere");
            TutShowBackButton();
            TutShowImages("Tut_Rightclick");
            TutResetContextMenuShipTypeTest();
        ENDINIT

        WATCH
            IF (TutContextMenuDisplayedForShipType("LightInterceptor") == 1)
                TutHideImages();
                TutHideBackButton();
                TutHideText();
                JUMP SelectDock;
            ENDIF
        ENDWATCH
    ENDSTATE Docking
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: SelectDock
//  Player selects "dock" from the rightclick menu
//---------------------------------------------------------------------
    STATE SelectDock
        INIT
            TutShowText(LSTRING_SelectDock);
            SpeechEvent(TUT_11_1_SelectDock,0);
            TutResetGameMessageQueue();
            TutShowImages("Tut_Mouse_ButtonL");
            TutEnableFlags("Dock");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("CSM_Dock,KB_Dock") == 1)
                TutDisableFlags("ContextMenus");
                TutDisableFlags("Dock");
                TutHideText();
                TutHideImages();
                TutHideBackButton();
                JUMP ScoutsDocking;
            ENDIF
        ENDWATCH
    ENDSTATE SelectDock
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: ScoutsDocking
//  Now the scouts are heading off to dock
//---------------------------------------------------------------------
    STATE ScoutsDocking
        INIT
            TutShowText(LSTRING_ScoutsDocking);
            SpeechEvent(TUT_11_2_ScoutsDocking,0);
            TutShowNextButton();
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideText();
                TutHideBackButton();
                TutHideNextButton();
                JUMP Main;
            ENDIF
        ENDWATCH
    ENDSTATE ScoutsDocking
//---------------------------------------------------------------------

//*********************************************************************
//
// Lesson 12: Cancelling Commands
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: CancelCommandStart
//  Starts the CancelCommand lesson
//---------------------------------------------------------------------
    STATE CancelCommandStart
        INIT
            TutSaveLesson(VarGet("LessonCnt"), LSTRING_SaveCancelCommand);
        ENDINIT

        WATCH
            VarInc("LessonCnt");
            JUMP LessonTitleCancelCommand;
        ENDWATCH
    ENDSTATE CancelCommandStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: LessonTitleCancelCommand
//  Displays the lesson title on the screen
//---------------------------------------------------------------------
    STATE LessonTitleCancelCommand
        INIT
            TutShowText(LSTRING_LessonTitleCancelCommand);
            SpeechEvent(TUT_12_CancellingOrders,0);
            TutShowNextButton();
            TutShowPrevButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideNextButton();
                TutHideBackButton();
                TutHideText();
                JUMP CancelCommandIntro;
            ENDIF
        ENDWATCH
    ENDSTATE LessonTitleCancelCommand
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CancelCommandIntro
//  Player learns to cancel commands
//---------------------------------------------------------------------
    STATE CancelCommandIntro
        INIT
            TutShowText(LSTRING_CancelCommandIntro);
            SpeechEvent(TUT_12_0_CommandCancelIntro,0);
            TutShowNextButton();
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (TutNextButtonClicked())
                TutHideBackButton();
                TutHideNextButton();
                TutHideText();
                JUMP CancelCommandContextMenu;
            ENDIF
        ENDWATCH
    ENDSTATE CancelCommandIntro
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CancelCommandContextMenu
//  Player brings up context menu to cancel command
//---------------------------------------------------------------------
    STATE CancelCommandContextMenu
        INIT
            TutShowText(LSTRING_CancelCommandContextMenu);
            SpeechEvent(TUT_12_1_CommandCancelContextMenu,0);
            TutEnableFlags("ContextMenus");
            TutShowBackButton();
            TutShowImages("Tut_Rightclick");
            TutResetContextMenuShipTypeTest();
        ENDINIT

        WATCH
            IF (TutContextMenuDisplayedForShipType("LightInterceptor") == 1)
                TutHideImages();
                TutHideBackButton();
                TutHideText();
                JUMP CancelCommand;
            ENDIF
        ENDWATCH
    ENDSTATE CancelCommandContextMenu
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CancelCommand
//  Player cancels the command
//---------------------------------------------------------------------
    STATE CancelCommand
        INIT
            TutShowText(LSTRING_CancelCommand);
            SpeechEvent(TUT_12_2_CancelCommand,0);
            TutResetGameMessageQueue();
            TutEnableFlags("CancelCommand");
            TutShowImages("Tut_Mouse_ButtonL");
            TutShowBackButton();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("CSM_Cancel,KB_Undo") == 1)
                TutDisableFlags("ContextMenus,CancelCommand");
                TutDisableFlags("CancelCommand");
                TutHideText();
                TutHideImages();
                TutHideBackButton();
                JUMP CancelCommandDescription;
            ENDIF
        ENDWATCH
    ENDSTATE CancelCommand
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: CancelCommandDescription
//  Describes Cancel command
//---------------------------------------------------------------------
    STATE CancelCommandDescription
        INIT
            TutShowText(LSTRING_CancelCommandDescription);
            SpeechEvent(TUT_12_3_CancelCommandDescription,0);
            TutEnableFlags("ContextMenus,Dock");
            TutShowImages("Tut_Rightclick");
            TutShowBackButton();
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF ((TutGameSentMessage("CSM_Dock,KB_Dock") == 1))
                MsgSendAll("OnTheWayHome");
                TutHideText();
                TutHideImages();
                TutHideBackButton();
                JUMP Main;
            ENDIF
        ENDWATCH
    ENDSTATE CancelCommandDescription
//---------------------------------------------------------------------

//*********************************************************************
//
// Lesson 13: Practice
//
//*********************************************************************
//---------------------------------------------------------------------
//  In-Game: PracticeStart
//  Starts the practice session
//---------------------------------------------------------------------
    STATE PracticeStart
        INIT
            TutSaveLesson(VarGet("LessonCnt"), LSTRING_SavePractice);
        ENDINIT

        WATCH
            VarInc("LessonCnt");
            JUMP TutorialPractice;
        ENDWATCH
    ENDSTATE PracticeStart
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: TutorialPractice
//  Sets up practice session
//---------------------------------------------------------------------
    STATE TutorialPractice
        INIT
            TutShowText(LSTRING_TutorialPractice);
            SpeechEvent(TUT_12_4_TutorialPractice,0);
            TutShowPrevButton();
            TimerCreateSetStart("PracticeTimer", 35);
            MsgSend(TEAM_ActiveFighters, "UnhideBuddy");
            MsgSend(TEAM_WimpyCorvettes, "UnhideBuddy");
            TutEnableEverything();
            BuilderRestrictNone();
            TutResetGameMessageQueue();
        ENDINIT

        WATCH
            IF (TutGameSentMessage("KB_Build,KB_Research,KB_Launch,CSM_Build,CSM_Research,CSM_Launch") ||
                TimerExpiredDestroy("PracticeTimer"))
                TutHideBackButton();
                TutHideText();
                ClearScreen();
            ENDIF
            IF (VarGet("G_ActiveDead3") && VarGet("G_WimpyDead3"))
                JUMP TutorialFinish;
            ENDIF
        ENDWATCH
    ENDSTATE TutorialPractice
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: PracticeTip1
//  Tip during practice battle
//---------------------------------------------------------------------
//    STATE PracticeTip1
//        INIT
//            TutShowText(LSTRING_PracticeTip1);
////****            SpeechEvent(,0);
//            TutShowBackButton();
//            TutShowNextButton();
//        ENDINIT
//
//        WATCH
//            IF (TutNextButtonClicked())
//                TutHideBackButton();
//                TutHideNextButton();
//                TutHideText();
//                JUMP PracticeTip2;
//            ENDIF
//        ENDWATCH
//    ENDSTATE PracticeTip1
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: PracticeTip2
//  Tip during practice battle
//---------------------------------------------------------------------
//    STATE PracticeTip2
//        INIT
//            TutShowText(LSTRING_PracticeTip2);
////****            SpeechEvent(,0);
//            TutShowBackButton();
//        ENDINIT
//
//        WATCH
//            IF (!ShipsCount(TEAMSHIPS_ActiveFighters) &&
//                !ShipsCount(TEAMSHIPS_WimpyCorvettes))
//                TutHideBackButton();
//                TutHideText();
//                JUMP Main;
//            ENDIF
//        ENDWATCH
//    ENDSTATE PracticeTip2
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//  In-Game: TutorialFinish
//  Player has finished the tutorial
//---------------------------------------------------------------------
    STATE TutorialFinish
        INIT
            TutShowText(LSTRING_TutorialFinish);
            SpeechEvent(TUT_12_7_TutorialFinish,0);
            TutShowBackButton();
            TimerCreateSetStart("FinishTimer", 20);
        ENDINIT

        WATCH
//timeout and end tutorial - go back to main menu.
            IF (TimerExpiredDestroy("FinishTimer"))
                MissionCompleted();
            ENDIF
        ENDWATCH
    ENDSTATE TutorialFinish
//---------------------------------------------------------------------

//---------------------------------------------------------------------
//---------------------------------------------------------------------
//  Main Control: Main
//  Main controlling state
//---------------------------------------------------------------------
    STATE Main
        INIT
        ENDINIT

        WATCH
            IF (VarGet("MainCnt") == 0)
                VarInc("MainCnt");
                JUMP IntroStart;
            ELSEIF (VarGet("MainCnt") == 1)
                VarInc("MainCnt");
                JUMP CameraStart;
            ELSEIF (VarGet("MainCnt") == 2)
                VarInc("MainCnt");
                JUMP TaskbarStart;
            ELSEIF (VarGet("MainCnt") == 3)
                VarInc("MainCnt");
                JUMP BuildManagerStart;
            ELSEIF (VarGet("MainCnt") == 4)
                VarInc("MainCnt");
                JUMP SelectingStart;
//            ELSEIF (VarGet("MainCnt") == 5)
//                VarInc("MainCnt");
//                JUMP SelectingStart;
//            ELSEIF (VarGet("MainCnt") == 6)
//                VarInc("MainCnt");
//                JUMP RightClickMenuStart;
//            ELSEIF (VarGet("MainCnt") == 7)
//                VarInc("MainCnt");
//                JUMP HarvestingStart;
            ELSEIF (VarGet("MainCnt") == 5)
                VarInc("MainCnt");
                JUMP ResearchStart;
//            ELSEIF (VarGet("MainCnt") == 6)
//                VarInc("MainCnt");
//                JUMP GroupSelectStart;
            ELSEIF (VarGet("MainCnt") == 6)
                VarInc("MainCnt");
                JUMP MoveStart;
//            ELSEIF (VarGet("MainCnt") == 10)
//                VarInc("MainCnt");
//                JUMP Moving3DStart;
//            ELSEIF (VarGet("MainCnt") == 11)
//                VarInc("MainCnt");
//                JUMP MovingPracticeStart;
            ELSEIF (VarGet("MainCnt") == 7)
                VarInc("MainCnt");
                JUMP SMStart;
//            ELSEIF (VarGet("MainCnt") == 13)
//                VarInc("MainCnt");
//                JUMP MovingInSMStart;
            ELSEIF (VarGet("MainCnt") == 8)
                VarInc("MainCnt");
                JUMP FormationStart;
            ELSEIF (VarGet("MainCnt") == 9)
                VarInc("MainCnt");
                JUMP AttackingStart;
            ELSEIF (VarGet("MainCnt") == 10)
                VarInc("MainCnt");
                JUMP AltFocusStart;
            ELSEIF (VarGet("MainCnt") == 11)
                VarInc("MainCnt");
                JUMP DockStart;
            ELSEIF (VarGet("MainCnt") == 12)
                VarInc("MainCnt");
                JUMP CancelCommandStart;
            ELSEIF (VarGet("MainCnt") == 13)
                VarInc("MainCnt");
                JUMP PracticeStart;
            ELSEIF (VarGet("MainCnt") == 14)
                VarInc("MainCnt");
                JUMP TutorialFinish;

            ENDIF
        ENDWATCH
    ENDSTATE Main
//---------------------------------------------------------------------


ENDFSM

//-----------------------------------------------------------------------------
//    Name        : HideUnhide
//    Description : Hides and unhides the team, then jumps them to the appropriate state
//-----------------------------------------------------------------------------
FSM HideUnhide

    States Hidden, MovingIn, Idle, SitAroundAndTakeIt, AttackEnemy, WaitForMore, NullState;

    INIT
        IF (ThisTeamIs(TEAM_HelplessFighters))
            TacticsEvasive();
            TeamFuelSet(0);
        ENDIF
//        TeamAttributesBitSet(ATTRIBUTES_Defector);
        HideShips(THISTEAMSHIPS);
        JUMP Hidden;
    ENDINIT
    WATCH
        IFONCE (TeamCount() == 0)
            //I'm hidden!  I can't die!
            IF (ThisTeamIs(TEAM_HelplessFighters))
                VarCreateSet("G_HelplessDead", TRUE);
            ELSEIF (ThisTeamIs(TEAM_ActiveFighters))
                VarCreateSet("G_ActiveDead", TRUE);
                MsgSend(TEAM_ActiveFighters2, "UnhideBuddy");
            ELSEIF (ThisTeamIs(TEAM_WimpyCorvettes))
                VarCreateSet("G_WimpyDead", TRUE);
                MsgSend(TEAM_WimpyCorvettes2, "UnhideBuddy");
            ELSEIF (ThisTeamIs(TEAM_ActiveFighters2))
                VarCreateSet("G_ActiveDead2", TRUE);
                MsgSend(TEAM_ActiveFighters3, "UnhideBuddy");
            ELSEIF (ThisTeamIs(TEAM_WimpyCorvettes2))
                VarCreateSet("G_WimpyDead2", TRUE);
                MsgSend(TEAM_WimpyCorvettes3, "UnhideBuddy");
            ELSEIF (ThisTeamIs(TEAM_ActiveFighters3))
                VarCreateSet("G_ActiveDead3", TRUE);
            ELSEIF (ThisTeamIs(TEAM_WimpyCorvettes3))
                VarCreateSet("G_WimpyDead3", TRUE);
            ENDIF
            JUMP NullState;
        ENDIFONCE
    ENDWATCH

        //---------------------------
        // HideUnhide: Hidden
        // Team is hidden
        STATE Hidden
            INIT
            ENDINIT
            WATCH
                IF (MsgReceived("UnhideBuddy"))
                    UnhideShips(THISTEAMSHIPS);
                    IF (ThisTeamIs(TEAM_HelplessFighters))
                        JUMP SitAroundAndTakeIt;
                    ELSEIF (ThisTeamIs(TEAM_ActiveFighters) ||
                            ThisTeamIs(TEAM_WimpyCorvettes))
                        JUMP Idle;
                    ENDIF
                    JUMP AttackEnemy;
                ENDIF
            ENDWATCH
        ENDSTATE Hidden

        //---------------------------
        // HideUnhide: SitAroundAndTakeIt
        // The Team just sits around and takes it
        STATE SitAroundAndTakeIt
            INIT
                VarCreateSet("CurrentCount", TeamCount());
            ENDINIT
            WATCH
                IF (VarGet("CurrentCount") - TeamCount() > 0)
                    MsgSend(TEAM_Dummy, "HelplessKilled");
                    VarSet("CurrentCount", TeamCount());
//                    IF (VarGet("G_Bandboxing"))
//                        VarCreateSet("Health", TeamHealthAverage());
//                        TeamHealthSet(100);
//                    ENDIF
                ENDIF

//                IF (VarGet("Health") && (!VarGet("G_Bandboxing")))
//                    TeamHealthSet(VarGet("Health"));
//                    VarDestroy("Health");
//                ENDIF
            ENDWATCH
        ENDSTATE SitAroundAndTakeIt

        //---------------------------
        // HideUnhide: Idle
        // Team waits for enemy to get built
        STATE Idle
            INIT
            ENDINIT
            WATCH
                IFONCE (FindEnemyShipsOfType(SHIPS_Attackers, "StandardFrigate") &&
                        MsgReceived("OnTheWayHome"))
                    IF (ThisTeamIs(TEAM_ActiveFighters))
                        TimerCreateSetStart("Waitorama", 30);
                    ELSEIF (ThisTeamIs(TEAM_WimpyCorvettes))
                        TimerCreateSetStart("Waitorama", 20);
                    ENDIF
                ENDIFONCE
                IF (TimerExpiredDestroy("Waitorama"))
                    MsgSendAll("AttackingBaddies");
                    JUMP AttackEnemy;
                ENDIF
            ENDWATCH
        ENDSTATE Idle

        //---------------------------
        // HideUnhide: AttackEnemy
        // Ships attack the enemy
        STATE AttackEnemy
            INIT
                IF (ThisTeamIs(TEAM_ActiveFighters) ||
                    ThisTeamIs(TEAM_ActiveFighters2) ||
                    ThisTeamIs(TEAM_ActiveFighters3))
                    FindEnemyShipsOfType(SHIPS_Targets, "StandardFrigate");
                ELSEIF (ThisTeamIs(TEAM_WimpyCorvettes) ||
                        ThisTeamIs(TEAM_WimpyCorvettes2) ||
                        ThisTeamIs(TEAM_WimpyCorvettes3))
                    FindEnemyShipsOfType(SHIPS_Targets, "LightInterceptor");
                ENDIF
                Attack(SHIPS_Targets);
                TimerCreateSetStart("AttackTimer", 30);
            ENDINIT
            WATCH
                IF (TimerExpiredDestroy("AttackTimer"))
                    JUMP AttackEnemy;
                ENDIF
                IF (!ShipsCount(SHIPS_Targets))
                    JUMP WaitForMore;
                ENDIF
            ENDWATCH
        ENDSTATE AttackEnemy

        //---------------------------
        // HideUnhide: WaitForMore
        // Ships attack anything else
        STATE WaitForMore
            INIT
                IF (FindEnemyShipsOfClass(SHIPS_Targets, "CLASS_Frigate") ||
                    FindEnemyShipsOfClass(SHIPS_Targets, "CLASS_Fighter"))
                    Attack(SHIPS_Targets);
                ENDIF
            ENDINIT
            WATCH
                IF (!ShipsCount(SHIPS_Targets))
                    JUMP WaitForMore;
                ENDIF
            ENDWATCH
        ENDSTATE WaitForMore


        //---------------------------
        // HideUnhide: NullState
        // Nothing happens here
        STATE NullState
            INIT
            ENDINIT
            WATCH
            ENDWATCH
        ENDSTATE NullState

ENDFSM HideUnhide

INIT
    FSMCreate(Tutorial10, TEAM_Dummy);
    FSMCreate(HideUnhide, TEAM_HelplessFighters);
    FSMCreate(HideUnhide, TEAM_ActiveFighters);
    FSMCreate(HideUnhide, TEAM_WimpyCorvettes);
    FSMCreate(HideUnhide, TEAM_ActiveFighters2);
    FSMCreate(HideUnhide, TEAM_WimpyCorvettes2);
    FSMCreate(HideUnhide, TEAM_ActiveFighters3);
    FSMCreate(HideUnhide, TEAM_WimpyCorvettes3);
    TechSet("MassDrive100Kt");
    TechSetResearch("Chassis3");
    ShipsSetNonRetaliation(TEAMSHIPS_HelplessFighters);
ENDINIT

WATCH
ENDWATCH
