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C5E8: Handle FOOT MAN walking/stand-by state change
Used by the routine at BC48.
C5E8 LD A,(IX+$09) Return if enemy type is not FOOT MAN
C5EB OR A
C5EC RET NZ
C5ED LD A,(IX+$02) Jump forward if FOOT MAN is facing left
C5F0 OR A
C5F1 JP NZ,$C5FF
C5F4 LD A,(IX+$00) FOOT MAN is facing right. Return if x-position of bits2-0 of FOOTMAN is not $02
C5F7 AND $07
C5F9 CP $02
C5FB RET NZ
C5FC JP $C607 Jump to check for change state
C5FF LD A,(IX+$00) FOOT MAN is facing left. Return if x-position of bits2-0 of FOOTMAN is not $04
C602 AND $07
C604 CP $04
C606 RET NZ
C607 CALL $A51D Set A a pseudo-random number
C60A CP $FA Return if pseudo-random number if smaller than $FA
C60C RET C
Configure FOOT MAN for stand-by position
C60D LD A,(IX+$06) Return if FOOT MAN is falling
C610 OR A
C611 RET NZ
C612 LD A,(IX+$03) Return if FOOT MAN is jumping
C615 OR A
C616 RET NZ
C617 LD A,(IX+$11) Return if state change counter is not zero
C61A OR A
C61B RET NZ
C61C LD HL,$8338 Set HL to the address pointer for the graphic data of FOOT MAN stand-by
C61F CALL $C5C7 Set enemy configuration for FOOT MAN stand-by
C622 LD (IX+$12),$02 Set FOOT MAN to type Stand-by
C626 RET
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