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9DD8: Store A Set Mark At The Pointer
Used by the routine at CharacterAction_InspectorLestradeHelper.
Marks this character's set state and prints the line once the status count has run out.
StoreSetMarkPointer 9DD8 CALL ProcessCharacterActionParameter Call ProcessCharacterActionParameter to run character action parameter, then call ProcessGameStatusEntries to run game status entries.
9DDB LD (HL),$01
9DDD CALL ProcessGameStatusEntries
9DE0 CALL ProcessGameStatusEntriesAlternate Jump ahead to StoreSetMarkPointer_TestMarkByte if the count is not zero.
9DE3 LD A,B
9DE4 AND A
9DE5 JR NZ,StoreSetMarkPointer_TestMarkByte
9DE7 CALL ProcessGameStatusEntriesWithCounter Return if the count is zero.
9DEA AND A
9DEB RET Z
9DEC PUSH IX Take the message, then call PrintTextAndHandleControlCharacters to print the message, keeping character record.
Print "[0B] ??? UNKNOWN WORD ??? WELL CAN YOU PROVe THAT [05] YET, HOLMES ?" [1E] [0B] ??? UNKNOWN WORD ??? WHAT" [1E] [0B] ??? UNKNOWN WORD ??? THAT MAY WELL BE, HOLMES, I WILL THINK ABOUT IT".
9DEE LD HL,$722D
9DF1 CALL PrintTextAndHandleControlCharacters
9DF4 RET Return.
Return if bit 4 of the action state is set.
StoreSetMarkPointer_TestMarkByte 9DF5 BIT 4,(IX+$03) Return if the action state flag is set.
9DF9 RET NZ
9DFA LD A,$01 Jump ahead to PrintTextBasedOnFlag to print text based on flag.
9DFC JP PrintTextBasedOnFlag
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