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Routines |
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The handler for the sockets (objects 70 to 73). When there are no special objects in the room and the next object slot is free, it creates the sparkle form of the ghost of the valve which fits the socket (see HandleValveGhostSparkle).
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Create a sparkle in the next object slot.
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| HandleSocket | AE68 | CALL SetPixelAdjustments_Legs | Call SetPixelAdjustments_Legs. | |||||
| AE6B | CALL TestValvesInPlay | Return if there are special objects in the room. | ||||||
| AE6E | RET NZ | |||||||
| AE6F | LD A,(IX+$20) | Fetch the sprite number of the next object. | ||||||
| AE72 | AND A | Return if the next object slot is in use. | ||||||
| AE73 | RET NZ | |||||||
| AE74 | LD A,(IX+$00) | Fetch the sprite number of the socket. | ||||||
| AE77 | AND %00000011 | Keep bits 0 and 1. | ||||||
| AE79 | OR %01101100 | Make it a sparkle of that shape. | ||||||
| AE7B | LD (IX+$20),A | Set the sprite number of the next object. | ||||||
| AE7E | JP CalculatePixelPositionOfOtherObject | Jump to CalculatePixelPositionOfOtherObject. | ||||||
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