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26169: Handle Monster Rising
State 0 of the monster; it moves up one pixel at a time until it has come out of the dustbin.
Input
IX Actor
HandleMonster_Rising 26169 LD A,(IX+2) Fetch the vertical co-ordinate.
26172 DEC A Raise the monster by one pixel.
26173 CP 160 Jump to HandleMonster_StartWait if the monster has come out of the dustbin.
26175 JR C,HandleMonster_StartWait
This entry point is used by the routine at HandleMonster_Falling.
HandleMonster_Move 26177 LD (IX+2),A Update the vertical co-ordinate.
This entry point is used by the routine at HandleMonster_Waiting.
HandleMonster_Draw 26180 CALL DisplayEntity Erase the sprite and draw it in its new position using DisplayEntity.
26183 JP ColourSprite Jump to ColourSprite to colour the sprite.
Start the pause while the monster is out of the dustbin.
HandleMonster_StartWait 26186 LD (IX+7),16 Write 16 to byte 7 of the actor (the timer).
This entry point is used by the routine at HandleMonster_Waiting.
HandleMonster_NextState 26190 INC (IX+6) Increase the actor state by one.
26193 JR HandleMonster_Draw Jump to HandleMonster_Draw.
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