:use
> [eq lift_floor 1]
	say r7_lift_door_floor_1 "Ding!"
	# Animate the lift changing floors
	# Could use set_state for the animation, but then the 2nd "Ding" plays too early as
	# the animation needs to block
	anim_block r7_lift lift_floor_1_to_2_no_player
	# This variable is used so the button knows whether to change the lift floor or not
	set_global lift_floor 2
	say r7_lift_door_floor_2 "Ding!"
	stop
> [eq lift_floor 2]
	say player "The lift is already on level 2."
	stop
