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Routines |
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Mark the bird script as active so later task-two steps can run.
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| ScriptRoutine_TaskTwoArmScriptFlags | BF77 | PUSH HL | Stash HL on the stack. | |
| BF78 | LD HL,$72B3 | Point HL at the game event flags (GameEventFlags). | ||
| BF7B | SET 7,(HL) | Set "task entity script is active" (bit 07 of GameEventFlags). | ||
| BF7D | SET 4,(HL) | Set "task-two / upstairs event latch" (bit 04 of GameEventFlags). | ||
| BF7F | LD A,($72C0) | Load A with the entity spawn timer (EntitySpawnTimer). | ||
| BF82 | CP $04 | Is entity spawn timer equal to 04? If not, jump to ScriptRoutine_TaskTwoArmScriptFlags_NextInstruction. | ||
| BF84 | JR NZ,ScriptRoutine_TaskTwoArmScriptFlags_NextInstruction | |||
| BF86 | LD HL,$72B5 | Point HL at the task-two flags (TaskTwoFlags). | ||
| BF89 | SET 2,(HL) | Set "spawn / random-walk latch" (bit 02 of TaskTwoFlags). | ||
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Flags armed: restore HL and continue at the next script instruction.
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| ScriptRoutine_TaskTwoArmScriptFlags_NextInstruction | BF8B | POP HL | Restore HL from the stack. | |
| BF8C | JP AdvanceScriptInstruction | Jump to AdvanceScriptInstruction to run the next script instruction. | ||
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