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6F16: Remove Fallen Actor
Removes an actor which has hit the bottom of the play area, somewhere other than the mixing bowl. An ingredient makes the falling notes sound. A nasty which has been hit (it is white) is worth 0150 points, and makes the rising notes sound.
Input
IX Actor
RemoveFallenActor 6F16 CALL StartFallingNotes Start the falling notes using StartFallingNotes.
RemoveFallenActor_Remove 6F19 LD (IX+$00),$00 Make the actor ID 00 which removes the actor.
6F1D RET Return.
This entry point is used by the routines at LandHitActor and TestFallenActor.
An actor which is over a dustbin comes here.
RemoveFallenActor_Pillar 6F1E LD A,(IX+$00) Fetch the actor ID.
6F21 AND %00111111 Keep only bits 0-5.
6F23 CP $18 Jump to RemoveFallenActor if the actor is an ingredient.
6F25 JR C,RemoveFallenActor
6F27 LD A,(IX+$03) Fetch the actor colour.
6F2A CP $47 Jump to RemoveFallenActor_Notes if the nasty has not been hit.
6F2C JR NZ,RemoveFallenActor_Notes
6F2E LD BC,$0150 Set the points for a nasty which has been hit to 0150 (in BCD).
6F31 CALL AddPointsToScore Add the points to the score using AddPointsToScore.
RemoveFallenActor_Notes 6F34 CALL StartRisingNotes Start the rising notes using StartRisingNotes.
6F37 JR RemoveFallenActor_Remove Jump to RemoveFallenActor_Remove.
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