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42662: Handle Sabreman Falling
Handler for the object types 21 and 22 which are the falling sprites of Sabreman (21 when he falls to the left and 22 when he falls to the right). It is also where he lands from a jump or a fall.
The routine checks for contact with the falling stalactite, deals with the special states in the same way as Handle_Sabreman_Walking, lets him steer while he is not moving sideways, checks for contact with the bubbles and the creatures, moves him sideways and then applies the pull of gravity to the y velocity, which is increased by 2 each time up to a limit of 76. The y position changes by one sixteenth of the y velocity.
He lands when the y position reaches 159. Landing after a fall that reaches a y velocity of 116 or more kills him (see Start_Dying).
Input
IX Object record of Sabreman
Handle_Sabreman_Falling 42662 CALL StoreEntity Remember the position and sprite id of Sabreman.
Check for contact with the falling stalactite. If it touches him, the routine ends at Knock_Sabreman_Down_Set_Velocity.
42665 CALL Check_Stalactite_Contact Check for contact with the falling stalactite.
42668 BIT 2,C Jump to Knock_Sabreman_Down_Set_Velocity to knock him down if the falling stalactite touches him (bit 2 of C is set).
42670 JP NZ,Knock_Sabreman_Down_Set_Velocity
42673 BIT 6,(IX+15) Jump to Start_Being_Carried if Sabreman is being carried (bit 6 of the redraw flags).
42677 JP NZ,Start_Being_Carried
42680 BIT 7,(IX+15) Jump to Start_Tumbling if Sabreman is tumbling (bit 7 of the redraw flags).
42684 JP NZ,Start_Tumbling
42687 BIT 3,(IX+15) Jump to Tumble_Sabreman if Sabreman is in the special state (bit 3 of the redraw flags is set).
42691 JP NZ,Tumble_Sabreman
Read the controls. While he is not moving sideways, bit 0 clear makes the sprite id 22 and bit 1 clear makes it 21. A clear bit 4 throws a weapon, otherwise the flag for the released fire key is set.
42694 CALL ReadControls Read the controls.
42697 LD C,A Keep the state of the controls in C.
42698 LD A,(IX+6) Fetch the x velocity of Sabreman.
42701 AND A Jump to Handle_Sabreman_Falling_Check_Fire if he is moving sideways (the x velocity is not zero).
42702 JR NZ,Handle_Sabreman_Falling_Check_Fire
42704 BIT 0,C Jump to Handle_Sabreman_Falling_Check_Left_Key if the right control is not used (bit 0 of the controls is set).
42706 JR NZ,Handle_Sabreman_Falling_Check_Left_Key
42708 LD (IX+0),22 Set the sprite id to 22 (falling to the right).
Handle_Sabreman_Falling_Check_Left_Key 42712 BIT 1,C Jump to Handle_Sabreman_Falling_Check_Fire if the left control is not used (bit 1 of the controls is set).
42714 JR NZ,Handle_Sabreman_Falling_Check_Fire
42716 LD (IX+0),21 Set the sprite id to 21 (falling to the left).
Handle_Sabreman_Falling_Check_Fire 42720 BIT 4,C Jump to Handle_Sabreman_Falling_Fire_Released if the fire control is not used (bit 4 of the controls is set).
42722 JR NZ,Handle_Sabreman_Falling_Fire_Released
42724 CALL Throw_Weapon Throw a weapon (see Throw_Weapon).
42727 JR Handle_Sabreman_Falling_Check_Contact Jump to Handle_Sabreman_Falling_Check_Contact.
Handle_Sabreman_Falling_Fire_Released 42729 LD A,255 Set the flag for the released fire key (Fire_Key_Flag) to 255.
42731 LD (43691),A
Check for contact with the bubbles and then the creatures. The contact result is in C. With bit 1 clear he is pushed away sideways with an x velocity of 2 or 254 a tone is played and he tumbles at Continue_Sabreman_Tumbling. With bit 1 set he lands on top of the object at Land_Sabreman when bit 0 is clear, and nothing happens when bit 0 is set.
Handle_Sabreman_Falling_Check_Contact 42734 CALL Read_World_Map Read the world map entry of the room.
42737 LD A,E Store the room flags in Room_Flags.
42738 LD (43692),A
42741 CALL Check_Bubble_Contact Check for contact with the bubbles.
42744 BIT 2,C Jump to Handle_Sabreman_Falling_Bubble_Contact if Sabreman touches a bubble (bit 2 of C is set).
42746 JR NZ,Handle_Sabreman_Falling_Bubble_Contact
42748 PUSH DE Stash the world map entry on the stack.
42749 CALL Check_Decoration_Contact Check for contact with the creatures.
42752 POP DE Restore the world map entry from the stack.
42753 BIT 2,C Jump to Handle_Sabreman_Falling_Move_Sideways if Sabreman touches no creature (bit 2 of C is not set).
42755 JR Z,Handle_Sabreman_Falling_Move_Sideways
Handle_Sabreman_Falling_Bubble_Contact 42757 BIT 0,C Jump to Handle_Sabreman_Falling_Land_On_Bubble if he is touching the middle of it (bit 0 of C is clear).
42759 JR Z,Handle_Sabreman_Falling_Land_On_Bubble
42761 BIT 1,C Jump to Handle_Sabreman_Falling_Move_Sideways to carry on falling if he is on top of the edge of it (bit 1 of C is set).
42763 JR NZ,Handle_Sabreman_Falling_Move_Sideways
Handle_Sabreman_Falling_Push_Sideways 42765 CALL Start_Tumbling_Inside_Walls Make Sabreman tumble inside the walls (see Start_Tumbling_Inside_Walls).
42768 BIT 7,C Jump to Handle_Sabreman_Falling_Push_Left if he is on the left of it (bit 7 of C is clear).
42770 JR Z,Handle_Sabreman_Falling_Push_Left
42772 LD (IX+6),2 Push him to the right by setting the x velocity to 2.
42776 JR Handle_Sabreman_Falling_Push_Play_Tone Jump to Handle_Sabreman_Falling_Push_Play_Tone.
Handle_Sabreman_Falling_Push_Left 42778 LD (IX+6),254 Push him to the left by setting the x velocity to 254.
Handle_Sabreman_Falling_Push_Play_Tone 42782 CALL Play_Low_Tone Play a low tone.
42785 JP Continue_Sabreman_Tumbling Jump to Continue_Sabreman_Tumbling.
Handle_Sabreman_Falling_Land_On_Bubble 42788 BIT 1,C Jump to Handle_Sabreman_Falling_Push_Sideways and push him away sideways if he is not on top of it (bit 1 of C is clear).
42790 JR Z,Handle_Sabreman_Falling_Push_Sideways
42792 LD A,B Set the y position so that Sabreman stands on top of the bubble.
42793 NEG
42795 ADD A,161
42797 LD (IX+3),A
42800 JP Land_Sabreman Jump to Land_Sabreman.
Move Sabreman sideways by the x velocity. At the left-hand side of the room (x position less than 24) a solid left wall stops him and reverses the x velocity so that he tumbles. Without a wall, he enters the room on the left when the x position is less than 8.
Handle_Sabreman_Falling_Move_Sideways 42803 LD A,E Combine the contact flags of Sabreman with the contact flags of the room.
42804 OR (IX+11)
42807 LD E,A
42808 XOR A Clear the contact flags of Sabreman.
42809 LD (IX+11),A
42812 LD A,(IX+1) Fetch the x position of Sabreman.
42815 ADD A,(IX+6) Add the x velocity of Sabreman.
42818 LD (IX+1),A Store the new x position of Sabreman.
42821 BIT 7,A Jump to Handle_Falling_At_Right_Edge if he is in the right half of the room (bit 7 of the x position is set).
42823 JP NZ,Handle_Falling_At_Right_Edge
42826 CP 24 Jump to Handle_Sabreman_Falling_Apply_Gravity if he is clear of the left wall (x position 24 or more).
42828 JR NC,Handle_Sabreman_Falling_Apply_Gravity
42830 BIT 6,E Jump to Handle_Sabreman_Falling_No_Left_Wall if the left wall is not solid (bit 6 of E is clear).
42832 JR Z,Handle_Sabreman_Falling_No_Left_Wall
42834 LD (IX+1),24 Stop him at the left wall by setting the x position to 24.
This entry point is used by the routine at Handle_Falling_At_Right_Edge.
Handle_Sabreman_Falling_Reverse_Velocity 42838 LD A,(IX+6) Reverse the x velocity, so that he bounces off the wall.
42841 NEG
42843 LD (IX+6),A
42846 JP Continue_Sabreman_Tumbling Jump to Continue_Sabreman_Tumbling to tumble.
Handle_Sabreman_Falling_No_Left_Wall 42849 EX AF,AF' Mark the ceiling and the floor as solid (bits 0 and 4 of the contact flags of Sabreman), as he is in the gap in the wall, keeping the new x position in AF'.
42850 LD A,17
42852 OR (IX+11)
42855 LD (IX+11),A
42858 EX AF,AF'
42859 SET 4,E Mark the room as having a floor (bit 4 of E).
42861 CP 8 Jump to Handle_Sabreman_Falling_Apply_Gravity if he has not left the room (x position 8 or more).
42863 JR NC,Handle_Sabreman_Falling_Apply_Gravity
42865 DEC (IX+2) Decrease the room x, to go to the room on the left.
42868 LD (IX+1),240 Put him at the right edge of the next room (x position 240).
42872 CALL Draw_Room Draw the new room.
42875 JP Update_Object_Sprite Jump to Update_Object_Sprite.
This entry point is used by the routine at Handle_Falling_At_Right_Edge.
Apply gravity. If the y velocity is positive and has reached 76 it is left as it is, otherwise it is increased by 2. The y position is then changed by the y velocity divided by 16.
If the new y position is 159 or more, the contact flags are given the bits 68 and he lands at Handle_Sabreman_Falling_Reach_Floor when the room has a floor or goes down to the room below at Handle_Sabreman_Falling_Check_Bottom_Edge when it does not.
Handle_Sabreman_Falling_Apply_Gravity 42878 LD A,(IX+9) Fetch the y velocity of Sabreman.
42881 BIT 7,A Jump to Handle_Sabreman_Falling_Increase_Velocity if he is moving upwards (bit 7 of the y velocity is set).
42883 JR NZ,Handle_Sabreman_Falling_Increase_Velocity
42885 CP 76 Jump to Handle_Sabreman_Falling_Increase_Velocity if he is not yet falling at full speed (the y velocity is less than 76).
42887 JR C,Handle_Sabreman_Falling_Increase_Velocity
42889 CALL Start_Tumbling_Inside_Walls Make Sabreman tumble inside the walls (see Start_Tumbling_Inside_Walls).
42892 JR Handle_Sabreman_Falling_Move_Vertically Jump to Handle_Sabreman_Falling_Move_Vertically.
Handle_Sabreman_Falling_Increase_Velocity 42894 INC (IX+9) Increase the y velocity (gravity pulls him down).
42897 INC (IX+9) Increase the y velocity again.
Handle_Sabreman_Falling_Move_Vertically 42900 SRA A Divide the y velocity by sixteen, keeping the sign.
42902 SRA A
42904 SRA A
42906 SRA A
42908 ADD A,(IX+3) Add the y position of Sabreman to get the new y position.
42911 CP 159 Jump to Handle_Sabreman_Falling_Above_Floor if he has not reached the bottom of the room (the new y position is less than 159).
42913 JR C,Handle_Sabreman_Falling_Above_Floor
42915 EX AF,AF' Set bits 2 and 6 of the contact flags of Sabreman (both side walls are solid), keeping the new y position in the alternate AF'.
42916 LD A,68
42918 OR (IX+11)
42921 LD (IX+11),A
42924 EX AF,AF'
42925 BIT 4,E Jump to Handle_Sabreman_Falling_Check_Bottom_Edge if the room has no floor (bit 4 of E is clear), to go down to the room below.
42927 JP Z,Handle_Sabreman_Falling_Check_Bottom_Edge
42930 JP Handle_Sabreman_Falling_Reach_Floor Jump to Handle_Sabreman_Falling_Reach_Floor to land on the floor.
This entry point is used by the routine at Handle_Sabreman_Tumbling.
The y position is above 159. If it is less than 72 and the room has a ceiling (bit 0 of E), a negative y velocity is made positive and the y position is set to 72. If it is less than 72 and the room has no ceiling, the contact flags are given the bits 68 and, when the y position is less than 40 he moves up to the room above.
Handle_Sabreman_Falling_Above_Floor 42933 CP 72 Jump to Handle_Sabreman_Falling_Store_Y_Position if he is below the top of the room (y position 72 or more).
42935 JR NC,Handle_Sabreman_Falling_Store_Y_Position
42937 BIT 0,E Jump to Handle_Sabreman_Falling_No_Ceiling if the room has no ceiling (bit 0 of E is clear).
42939 JR Z,Handle_Sabreman_Falling_No_Ceiling
42941 CALL Start_Tumbling_Inside_Walls Make Sabreman tumble inside the walls (see Start_Tumbling_Inside_Walls).
42944 LD A,(IX+9) Fetch the y velocity of Sabreman.
42947 BIT 7,A Jump to Handle_Sabreman_Falling_Set_Ceiling_Position if he is moving down (bit 7 of the y velocity is clear).
42949 JR Z,Handle_Sabreman_Falling_Set_Ceiling_Position
42951 NEG Negate the y velocity, so that he bounces off the ceiling.
42953 LD (IX+9),A Store the new y velocity of Sabreman.
Handle_Sabreman_Falling_Set_Ceiling_Position 42956 LD A,72 Set the y position to 72 just below the ceiling.
Store the y position and make C the y position less 55 (with a minimum of 2). While the countdown is not zero it is decreased and the routine ends.
Handle_Sabreman_Falling_Store_Y_Position 42958 LD (IX+3),A Store the y position of Sabreman.
42961 SUB 55 Work out the length of rope needed to reach him (the y position less 55) and jump to Handle_Sabreman_Falling_Set_Threshold unless that is negative.
42963 JR NC,Handle_Sabreman_Falling_Set_Threshold
42965 LD A,2 Use the shortest length of 2 instead.
Handle_Sabreman_Falling_Set_Threshold 42967 LD C,A Keep the length of rope needed in C.
42968 LD A,(IX+10) Fetch the countdown of Sabreman.
42971 AND A Jump to Handle_Sabreman_Falling_Check_Rope if the countdown is zero.
42972 JR Z,Handle_Sabreman_Falling_Check_Rope
42974 DEC (IX+10) Decrease the countdown of Sabreman.
42977 JP Update_Object_Sprite Jump to Update_Object_Sprite.
Handle_Sabreman_Falling_No_Ceiling 42980 EX AF,AF' Switch to the shadow registers.
42981 LD A,(IX+11) Fetch the contact flags of Sabreman.
42984 OR %01000100 Set bits 2 and 6 (both side walls are solid).
42986 LD (IX+11),A Store the contact flags of Sabreman.
42989 EX AF,AF' Switch back to the main registers.
42990 CP 40 Jump to Handle_Sabreman_Falling_Store_Y_Position if he has not left the top of the room (y position 40 or more).
42992 JR NC,Handle_Sabreman_Falling_Store_Y_Position
42994 DEC (IX+4) Decrease the room y, to go to the room above.
42997 LD (IX+3),186 Put him at the bottom of the room above (y position 186).
43001 CALL Draw_Room Draw the new room.
43004 JP Update_Object_Sprite Jump to Update_Object_Sprite.
The countdown is zero. Now the routine checks whether he is falling onto the rope (the type 23 object, see Handle_Rope). The conditions are that the room y is 16 or more, that the number in Rope_Length (the length of the rope) is not less than C, that his x position is within 16 of 120 (where the rope hangs), and that record 3 holds the rope and Rope_Displacement_Pixels is zero. When they hold, he grabs the rope: the sprite id is set to 1 record 3 is cleared (from then on Handle_Sabreman_On_Rope looks after the rope), and the second byte of the world map entry of each room below him is cleared down to the first room that has a floor.
Handle_Sabreman_Falling_Check_Rope 43007 LD A,(IX+4) Fetch the room y of Sabreman.
43010 CP 16 Jump to Update_Object_Sprite if he is in a special room (the room y is less than 16), as there is no rope there.
43012 JP C,Update_Object_Sprite
43015 LD A,(43685) Fetch the length of the rope from Rope_Length.
43018 AND %01111111 Keep only the length (bits 0 to 6).
43020 CP C Jump to Update_Object_Sprite if the rope is too short to reach him (the length is less than C).
43021 JP C,Update_Object_Sprite
43024 LD A,(IX+15) Fetch the redraw flags of Sabreman.
43027 AND %10100111 Keep only bits 0, 1, 2, 5 and 7 (this clears bits 3, 4 and 6).
43029 LD (IX+15),A Store the redraw flags of Sabreman.
43032 LD A,(IX+1) Fetch the x position of Sabreman.
43035 SUB 120 Work out how far he is from the rope (x position 120) and jump to Handle_Sabreman_Falling_Check_Rope_Distance if he is on the right of it.
43037 JP P,Handle_Sabreman_Falling_Check_Rope_Distance
43040 NEG Make the distance positive.
Handle_Sabreman_Falling_Check_Rope_Distance 43042 CP 16 Jump to Update_Object_Sprite if he is too far from the rope (the distance is 16 or more).
43044 JP NC,Update_Object_Sprite
43047 LD A,(36650) Fetch the type of record 3 (the rope).
43050 AND A Jump to Handle_Sabreman_Falling_No_Rope if the rope has not been set up.
43051 JP Z,Handle_Sabreman_Falling_No_Rope
43054 LD A,(43684) Fetch the displacement of the rope from Rope_Displacement_Pixels.
43057 AND A Jump to Update_Object_Sprite if the rope is swinging (the displacement is not zero).
43058 JP NZ,Update_Object_Sprite
Handle_Sabreman_Falling_Catch_Rope 43061 LD B,C Copy the length of rope needed to B.
43062 BIT 7,B Jump to Update_Object_Sprite if the length of rope needed is too long (bit 7 of B is set).
43064 JP NZ,Update_Object_Sprite
43067 LD A,(43685) Fetch the length of the rope from Rope_Length.
43070 AND %10000000 Keep only bit 7 (the flag of the rope).
43072 OR B Combine the flag with the length of rope needed.
43073 LD (43685),A Set the length of the rope to the length needed to reach him.
43076 LD (IX+0),1 Set the sprite id to 1 (hanging on the rope).
43080 LD A,(IX+6) Fetch the x velocity of Sabreman.
43083 SLA A Multiply the x velocity by eight.
43085 SLA A
43087 SLA A
43089 LD (43682),A Set the x velocity of the end of the rope (Rope_Velocity) so that it swings the way that he was moving.
43092 XOR A Clear the type of record 3 (the rope), as Sabreman is now holding it.
43093 LD (36650),A
43096 CALL Find_World_Map_Address Find the world map entry of the room.
43099 LD BC,32 Set the offset to the room below (32).
Handle_Sabreman_Falling_Find_Rope_Row_Loop 43102 BIT 4,(HL) Jump to Handle_Sabreman_Falling_Move_Rope if this room has a floor (bit 4 of the room flags).
43104 JR NZ,Handle_Sabreman_Falling_Move_Rope
43106 ADD HL,BC Add the offset to move to the entry of the room below.
43107 INC HL Move on to the second byte of the entry.
43108 LD (HL),0 Clear the second byte of the entry.
43110 DEC HL Move back to the first byte of the entry.
43111 JR Handle_Sabreman_Falling_Find_Rope_Row_Loop Jump to Handle_Sabreman_Falling_Find_Rope_Row_Loop.
Handle_Sabreman_Falling_Move_Rope 43113 CALL Update_Rope Move the rope (see Update_Rope).
43116 JP Set_Position_From_Rope Jump to Set_Position_From_Rope to position Sabreman on the rope.
Handle_Sabreman_Falling_Check_Bottom_Edge 43119 CP 188 Jump to Handle_Sabreman_Falling_Above_Floor if he has not reached the bottom of the room (the y position is less than 188).
43121 JP C,Handle_Sabreman_Falling_Above_Floor
43124 INC (IX+4) Increase the room y, to go to the room below.
43127 LD (IX+3),42 Put him at the top of the room below (y position 42).
43131 CALL Draw_Room Draw the new room.
43134 JP Handle_Sabreman_Falling_Above_Floor Jump to Handle_Sabreman_Falling_Above_Floor.
There is no rope in record 3. If the room has a ceiling (bit 0 of E) and no floor (bit 4), the second byte of the world map entry of the room is set to 8 the rope end positions in Line_Step_Count are cleared and the code above carries on, so that he grabs a rope that is just long enough.
Handle_Sabreman_Falling_No_Rope 43137 BIT 0,E Jump to Update_Object_Sprite if the room has no ceiling (bit 0 of E is clear).
43139 JP Z,Update_Object_Sprite
43142 BIT 4,E Jump to Update_Object_Sprite if the room has a floor (bit 4 of E is set).
43144 JP NZ,Update_Object_Sprite
43147 CALL Find_World_Map_Address Find the world map entry of the room.
43150 INC HL Move on to the second byte of the entry.
43151 LD (HL),8 Write 8 to the second byte of the entry.
43153 LD HL,0 Clear the length of the rope (Rope_Length) and the word at Previous_Rope_End_Position.
43156 LD (43671),HL
43159 LD (43685),HL
43162 JR Handle_Sabreman_Falling_Catch_Rope Jump to Handle_Sabreman_Falling_Catch_Rope to grab the new rope.
This entry point is used by the routine at Handle_Sabreman_Tumbling.
Handle_Sabreman_Falling_Reach_Floor 43164 LD (IX+3),159 Put him on the floor by setting the y position to 159.
This entry point is used by the routine at Handle_Sabreman_Tumbling.
Sabreman lands. If the y velocity is positive and 116 or more (and the gem timer at Gem_Timer is zero) he dies at Start_Dying. Otherwise a low tone is played and the sprite id becomes 9 (when he faced left) or 13 (when he faced right), which are the walking sprites.
Land_Sabreman 43168 LD A,(36590) Fetch the gem timer from Gem_Timer.
43171 AND A Jump to Land_Sabreman_Play_Tone if the gem timer is running (it is not zero), as he cannot be hurt.
43172 JR NZ,Land_Sabreman_Play_Tone
43174 LD A,(IX+9) Fetch the y velocity of Sabreman.
43177 BIT 7,A Jump to Land_Sabreman_Play_Tone if he is moving up (bit 7 of the y velocity is set).
43179 JR NZ,Land_Sabreman_Play_Tone
43181 CP 116 Jump to Start_Dying and kill him if he has fallen too fast (the y velocity is 116 or more).
43183 JP NC,Start_Dying
Land_Sabreman_Play_Tone 43186 CALL Play_Low_Tone Play a low tone.
43189 LD A,(IX+0) Fetch the sprite id of Sabreman.
43192 DEC A Decrease the sprite id so that bit 0 tells which way he was falling.
43193 RLA Rotate the direction up to bit 2.
43194 RLA
43195 AND %00000100 Keep only bit 2 (set when he faced right).
43197 ADD A,9 Add 9 to make the sprite id for walking in that direction.
43199 LD (IX+0),A Set the sprite id of Sabreman.
43202 RES 7,(IX+15) Stop him tumbling by resetting bit 7 of the redraw flags.
43206 JP Update_Object_Sprite Jump to Update_Object_Sprite.
This entry point is used by the routine at Handle_Sabreman_On_Rope.
Sabreman comes down from the rope onto the floor at y position 159. The sprite id becomes 9 (when the x velocity is negative) or 13.
Stand_Sabreman_On_Floor 43209 LD (IX+3),159 Put him on the floor by setting the y position to 159.
43213 LD A,9 Start with the sprite id 9 (walking to the left).
43215 BIT 7,(IX+6) Jump to Stand_Sabreman_On_Floor_Set_Sprite if he is moving to the left (bit 7 of the x velocity is set).
43219 JR NZ,Stand_Sabreman_On_Floor_Set_Sprite
43221 ADD A,4 Add 4 to make the sprite id 13 (walking to the right).
Stand_Sabreman_On_Floor_Set_Sprite 43223 LD (IX+0),A Set the sprite id of Sabreman.
This entry point is used by the routines at Handle_Sabreman_On_Rope and Knock_Sabreman_Off_Rope.
Record 3 is made a type 23 object again, with its x velocity (byte 6) set to 3.
Restore_Type_17_Object 43226 LD A,23 Set the type of record 3 (the rope) to 23.
43228 LD (36650),A
43231 LD A,3 Set the x velocity of the rope to 3.
43233 LD (36656),A
43236 LD A,(IX+15) Fetch the redraw flags of Sabreman.
43239 AND %01000000 Keep only bit 6 (being carried).
43241 JP NZ,Start_Being_Carried Jump to Start_Being_Carried if Sabreman is being carried by an eagle.
43244 JP Update_Object_Sprite Jump to Update_Object_Sprite.
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