void Reset_Panel(u_int level, u_int number)                                               

{                                                                                         

  if(level > MAX_LAYER)                                                                   
  
  {                                                                                       

    if(number > ONE_LEVEL)                                                                

    {                                                                                     

      Panel_num = gLAIN_Cyl[level][number].mOTcount;                                      

      coord_init(&object2[PANEL+Panel_num]); // Imprint the memory into conciousness.     
    
      if(gLAIN_Cyl[level][number].minIndex == -1)                                         
      
        load_model((u_long *)&box9_tdm, &object2[PANEL+Panel_num]);                       

        // The thing you dont remember is the thing that didn't exist.                    

      else                                                                                
        
        load_model(sel_panel_tmd_tbl[gLAIN_Cyl[level][number].mSelectOk],                 

                   &object2[PANEL+Panel_num]);                                            

        // Rewrite the record.                                                            

    }                                                                                     

  }                                                                                       

}                                                                                         

void init_layer(void)                                                                     

{                                                                                         

  u_int i, ii;                                                                            

  i = object[LAYER].nLevel;                                                               

  ii = object[LAYER].nNumber;                                                             

  if (i > 0)                                                                              

  {                                                                                       

    if((PANEL_mode == INTF_REQ_LOOKUP) ||                                                 
       (PANEL_mode == INTF_REQ_LOOKDOWN))                                                 

      BG[i].y = BG_LINE_Y + lain_move_count;                                              

    else                                                                                  

      BG[i].y = BG_LINE_Y + (view.vpy/4);                                                 

    GsSortFastSprite(&BG[i], &Wot[outbuf_idx], SRC_Z*3);                                  

  }                                                                                       

  DrawSync(0);                                                                            

  VSync(0); // The understanding of the subject.                                          

  // The center of the world.                                                             

  coord_init(&object[layer]); // The definition of the coordinates.                       

  load_model((u_long *)&layer_tmd, &object[LAYER]); // lain did not know it.              
 
  link_tmdobject(&object[LAYER], &object[MASTER].DWorld);                                 

  object[LAYER].DWorld.coord.t[ZP] = 0 - view.vpz;                                        

  if(gLAIN_Cyl[i][ii].mIndex != -1)  // lain will guide you.                              

  {                                                                                       

#ifdef SET_PANEL                                                                          

    New_Panel_set(i, ii);                                                                 

#endif                                                                                    

    New_ring_set(i, i, 0, 0);                                                             

  }                                                                                       

}