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B70C: Whose turn it is, and the rest of the variables
The address of the acting character's object record. MOVE, ACTOR_ROOM and the rest read the actor through here rather than assuming the player, which is why one MOVE serves the whole cast.
ACTOR B70C DEFB $1B,$C1 The acting character's record (ACTOR)
RANDOM_LAST B70E DEFB $00 RANDOM's last result
PATTERN_OPTION B70F DEFB $00 An option of the action's pattern, read by the object matching
FIND_MODE B710 DEFB $00 FIND_NAMED_OBJECT's mode: which kinds of object will do
NEEDS_LIGHT B711 DEFB $00 The action needs light at all (PATTERN_OPTIONS)
RANDOM_POINTER B712 DEFB $00,$00 RANDOM's pointer, stepping on through memory
PATIENCE B714 DEFB $00,$00 GET_KEY's patience before it types WAIT itself, which adapts to the player
NO_PAUSE_LINES B716 DEFB $00 Lines of story to print without the end-of-line pause
DICTIONARY_ENTRY B717 DEFB $00,$00 The dictionary entry TOKENISE is trying
ALL_EXCEPT B719 DEFB $00 ALL (1) or ALL ... EXCEPT (2) in the sentence being parsed
QUESTION_WAITING B71A DEFB $00 A question is waiting for the next line to answer
IS_ORDER B71B DEFB $00 The sentence being parsed is an order said to someone
ALL_ACTION B71C DEFB $00 ALL, for the action being carried out
FLAGS_FIRST_WORDS B71D DEFB $00 The action pattern's flags, from its first two words (PATTERN_FLAGS)
FLAGS_LAST_WORDS B71E DEFB $00 The action pattern's flags, from its last two words
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