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A3C5: Handler: Appearing Nastie
Handles a nastie which is appearing (sprite IDs 01 to 05). Each time it is handled the sprite ID goes up by one, until it reaches 06 and HandlerChooseNastie turns it into a real nastie. If the player attacks it while it is appearing then it is blown up by BlowUpActor, and if it is in a different room to the player it is counted off by ExpireActor.
Input
IX Nastie record
Count off the nastie if it is not in the same room as the player.
HandlerAppearingNastie A3C5 LD A,($9703) Fetch the room of the player from 9703.
A3C8 CP (IX+$01) Jump to ExpireActor if the nastie is in a different room to the player.
A3CB JP NZ,ExpireActor
A3CE CALL StoreEntity Remember the previous position of the nastie.
Blow up the nastie if the player is attacking it.
A3D1 CALL TestAttackOverlap Test whether the player is attacking the nastie.
A3D4 JP C,BlowUpActor Jump to BlowUpActor to blow up the nastie if the player is attacking it.
Move the nastie on to the next sprite and make a sound, the pitch of which depends on the sprite ID.
A3D7 INC (IX+$00) Move the nastie on to the next appearing sprite.
A3DA CALL PlayAppearingSound Play the appearing sound.
A3DD JP DisplayActor Jump to DisplayActor to display the nastie.
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