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F2E0: Reveal Door
Used by the routine at Handler_Events.
Event 12: reveal the first door.
Event_RevealDoor F2E0 LD IX,($6422) IX=*ReferenceDoors.
This entry point is used by the routines at Event_RevealNextDoor and Event_RevealThirdDoor.
Event_RevealDoor_Body F2E4 BIT 7,(IX+$00) Return if this door is already visible.
F2E8 RET Z
F2E9 RES 7,(IX+$00) Clear bit 7 of the door record.
F2ED HALT Halt.
F2EE LD BC,$1006 Write 1006 to *SoundFlags.
F2F1 LD ($6472),BC
F2F5 LD C,(IX+$00) Fetch the column, row and colour; glyph 84.
F2F8 LD B,(IX+$01)
F2FB LD L,(IX+$02)
F2FE LD A,$84
F300 LD DE,$0202
F303 LD IX,$648B IX=CarriedObject.
F307 CALL JumpTable_SpawnEntity Call JumpTable_SpawnEntity.
F30A CALL Copy_ActorDestination Call Copy_ActorDestination.
F30D LD A,(IX+$01) Store the drop row two cells below the door.
F310 LD (IX+$10),A
F313 INC A
F314 INC A
F315 LD (IX+$01),A
F318 LD (IX+$09),$FF
F31C RET Return.
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