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Routines |
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Copy Jetman_Position into the actor's world position and draw it. On action, turn it into type 2F handled by Handler_FallingPlatform, and play SoundsDropItem.
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Place the actor at Jetman's scroll position.
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| PlaceActorAtScroll | 93A6 | LD HL,($607A) | Fetch Jetman_Position. | |||||
| 93A9 | LD (IX+$03),H | Write the high byte to the actor's world X. | ||||||
| 93AC | LD (IX+$02),L | Write the low byte to the actor's world X. | ||||||
| 93AF | LD A,($607C) | Fetch Jetman_Y. | ||||||
| 93B2 | ADD A,$08 | Add 08 to the Y position. | ||||||
| 93B4 | CP $AF | Jump to PlaceActorAtScroll_Draw if it is still above the ground line. | ||||||
| 93B6 | JR C,PlaceActorAtScroll_Draw | |||||||
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AF is the ground line.
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| 93B8 | LD A,$AF | A=AF. | ||||||
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Redraw the actor and test the action key.
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| PlaceActorAtScroll_Draw | 93BA | LD (IX+$04),A | Write the Y position to *IX+04. | |||||
| 93BD | CALL DrawSprite | Call DrawSprite. | ||||||
| 93C0 | CALL ColouriseSprite | Call ColouriseSprite. | ||||||
| 93C3 | CALL TestActionKey | Call TestActionKey. | ||||||
| 93C6 | JR Z,PlaceActorAtScroll_ClearAttached | Jump to PlaceActorAtScroll_ClearAttached if the action key is not pressed. | ||||||
| 93C8 | BIT 0,(IX+$08) | Return if bit 0 of the actor flags is already set. | ||||||
| 93CC | RET NZ | |||||||
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Turn the actor into type 2F and give it Jetman's speed.
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| 93CD | LD (IX+$00),$2F | Write type 2F to the actor. | ||||||
| 93D1 | LD HL,$6080 | HL=Jetman_Flags. | ||||||
| 93D4 | RES 0,(HL) | Reset bit 0 of Jetman's flags. | ||||||
| 93D6 | LD A,($607D) | Fetch Jetman_Speed. | ||||||
| 93D9 | LD (IX+$05),A | Copy that speed to the actor. | ||||||
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10 is a signed +10 downward throw.
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| 93DC | LD (IX+$06),$10 | Write 10 to the vertical thrust. | ||||||
| 93E0 | JP SoundsDropItem | Jump to SoundsDropItem. | ||||||
| PlaceActorAtScroll_ClearAttached | 93E3 | RES 0,(IX+$08) | Reset bit 0 of the actor flags. | |||||
| 93E7 | RET | Return. | ||||||
| Prev: 9395 | Up: Map | Next: 93E8 |