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8AE6: Reset enemy sprite types after dying
Used by the routine at died.
reset_enemy_sprite_types 8AE6 LD IX,sprite_data Sprite data
8AEA LD DE,$000C Size of each sprite
8AED LD B,$20 32 sprites
reset_enemy_sprite_types_0 8AEF LD A,(IX+$00) Get type
8AF2 CP $0E If < $0E then move on
8AF4 JR C,reset_enemy_sprite_types_1 ...
8AF6 CP $12 If >= $12 then move on
8AF8 JR NC,reset_enemy_sprite_types_1 ...
8AFA BIT 6,(IX+$07) For types $0E - $11 (enemies), test flag bit 6
8AFE JR NZ,reset_enemy_sprite_types_1 If not set, move on
8B00 LD (IX+$00),$10 Set type to $10
8B04 LD (IX+$07),$0C Set flags to $0C
8B08 LD (IX+$04),$FF Set loaded patten index to none
8B0C RST $30 Load sprite pattern
reset_enemy_sprite_types_1 8B0D ADD IX,DE Next sprite
8B0F DJNZ reset_enemy_sprite_types_0 Loop for 32 sprites
8B11 RET
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