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8FF4: Land Jetman
Switch Jetman to the walking sprite, snap him to the ground line and redraw.
Input
IX Actor slot
The actor type is a 1-based sprite ID. Decrease it to work on the 0-based index, set bit 3 to switch from the flying frames to the walking frames, then write the 1-based ID back.
LandJetman 8FF4 LD A,(IX+$00) Fetch the actor type.
8FF7 DEC A Decrease it to a 0-based sprite index.
8FF8 SET 3,A Set the walking-frame bit.
8FFA INC A Restore the 1-based sprite ID.
8FFB LD (IX+$00),A Write it back to *IX+00.
Snap Jetman to the ground line at Y=AF.
8FFE LD (IX+$04),$AF Write AF to Jetman's Y position.
Draw the standing sprite and continue the movement handler.
9002 JP Handler_JetmanMovement_Draw Jump to Handler_JetmanMovement_Draw.
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