![]() |
Routines |
| Prev: 61224 | Up: Map | Next: 61268 |
|
Start a simple script loop for the current entity.
|
||||||||
| ScriptRoutine_StartLoop | 61234 | RES 4,(IX+3) | Reset bit 4 of the current entity's flags byte 3. | |||||
| 61238 | LD IY,(29356) | Load IY with the current-entity pointer (Pointer_CurrentEntity). | ||||||
| 61242 | RES 5,(IY+1) | Reset bit 5 of the referenced entity's flags byte 1. | ||||||
| 61246 | LD A,(IY+0) | Load A with the referenced entity's entity type. | ||||||
| 61249 | OR A | Is the referenced entity's entity type zero? If so, jump to AdvanceScriptInstruction to run the next script instruction. | ||||||
| 61250 | JP Z,AdvanceScriptInstruction | |||||||
| 61253 | SET 7,(IY+1) | Set bit 7 of the referenced entity's flags byte 1. | ||||||
|
This entry point is used by the routine at ScriptRoutine_SetLatchRaiseEvent.
Raise bit 0 of the game event flags at GameEventFlags, then continue the script.
|
||||||||
| Script_Shared_SetEventBit | 61257 | LD A,(29363) | Load A with the game event flags (GameEventFlags). | |||||
| 61260 | SET 0,A | Set bit 0 of A. | ||||||
| 61262 | LD (29363),A | Set the game event flags (GameEventFlags). | ||||||
| 61265 | JP AdvanceScriptInstruction | Jump to AdvanceScriptInstruction to run the next script instruction. | ||||||
| Prev: 61224 | Up: Map | Next: 61268 |