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Routines |
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Handles a nastie which is appearing (sprite IDs 1 to 5). Each time it is handled the sprite ID goes up by one, until it reaches 6 and HandlerChooseNastie turns it into a real nastie. If the player attacks it while it is appearing then it is blown up by BlowUpActor, and if it is in a different room to the player it is counted off by ExpireActor.
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Count off the nastie if it is not in the same room as the player.
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| HandlerAppearingNastie | 41925 | LD A,(38659) | Fetch the room of the player from 38659. | |||||
| 41928 | CP (IX+1) | Jump to ExpireActor if the nastie is in a different room to the player. | ||||||
| 41931 | JP NZ,ExpireActor | |||||||
| 41934 | CALL StoreEntity | Remember the previous position of the nastie. | ||||||
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Blow up the nastie if the player is attacking it.
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| 41937 | CALL TestAttackOverlap | Test whether the player is attacking the nastie. | ||||||
| 41940 | JP C,BlowUpActor | Jump to BlowUpActor to blow up the nastie if the player is attacking it. | ||||||
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Move the nastie on to the next sprite and make a sound, the pitch of which depends on the sprite ID.
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| 41943 | INC (IX+0) | Move the nastie on to the next appearing sprite. | ||||||
| 41946 | CALL PlayAppearingSound | Play the appearing sound. | ||||||
| 41949 | JP DisplayActor | Jump to DisplayActor to display the nastie. | ||||||
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