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C5B6: Handle FOOT MAN walking/crouching state change
Used by the routine at BA5C.
C5B6 LD A,(IX+$09) Entity type is FOOT MAN?
C5B9 AND $7F
C5BB OR A
C5BC RET NZ Return if it isn't
C5BD LD A,(IX+$12) FOOT MAN is walking?
C5C0 OR A
C5C1 JP Z,$C5EF Jump to decrement state counter
C5C4 LD A,(IX+$11) SEt A to state counter
C5C7 CP $C8 is for fixed crouch foot man?
C5C9 RET Z Return if so
C5CA DEC (IX+$11) Decrement state counter
C5CD RET NZ Return if no 0
State counter reached 0: change state to walking
C5CE LD (IX+$10),$02 Set footman speed
C5D2 RES 7,(IX+$09) Set footman walking type
C5D6 LD (IX+$0E),$03 Set width of sprite (in bytes)
C5DA LD (IX+$11),$09 Set state counter
C5DE LD A,(IX+$12) is footman stand-by?
C5E1 CP $02
C5E3 JP NZ,$C5EA Jump if walking or crouched
C5E6 LD (IX+$11),$01 Set state counter
C5EA LD (IX+$12),$00 Set footman walking
C5EE RET
C5EF LD A,(IX+$11) Decrement counter if counter > 0
C5F2 DEC A
C5F3 CP $FF
C5F5 RET Z
C5F6 LD (IX+$11),A
C5F9 RET
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