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B16A: Update Moved Actor
This code is not used. If the actor was in the room of the player (the room saved in Moved_Actor_Room) then it is removed from the screen. If the actor is now in the room of the player then it is drawn and stored.
Input
DE Position of the actor
IX Actor record
B16A DEFB $3A,$AB,$96 A=*Moved_Actor_Room.
B16D DEFB $47 Store the room in B.
B16E DEFB $3A,$03,$97 A=*9703 (the room of the player).
B171 DEFB $B8 Compare with the room in B.
B172 DEFB $D5 Stash DE on the stack.
B173 DEFB $CC,$F5,$B8 Call RemoveEntity if the actor was in the room of the player.
B176 DEFB $D1 Restore DE from the stack.
B177 DEFB $3A,$03,$97 A=*9703 (the room of the player).
B17A DEFB $DD,$BE,$01 Compare with IX+01 (the room of the actor).
B17D DEFB $C0 Return if the actor is not in the room of the player.
B17E DEFB $D5 Stash DE on the stack.
B17F DEFB $CD,$19,$B9 Draw the actor.
B182 DEFB $CD,$0B,$BB Remember the position of the actor.
B185 DEFB $D1 Restore DE from the stack.
B186 DEFB $C9 Return.
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