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B5E3: Fly at Sabreman
Used by the routine at spark_check_y.
Level flight at four a frame towards him on both axes. Bit 1 of byte 7 takes the spark out of collisions, so it flies through whatever is in the way. It also sets bit 7 of byte 13, the flag that elsewhere makes an object kill whatever it lands on; with collisions off it seems to do nothing here.
spark_home_in B5E3 SET 7,(IX+$0D) the killing flag, and out of collisions
B5E7 SET 1,(IX+$07)
B5EB LD (IX+$0B),$01 dZ = 1: after gravity, level
B5EF LD BC,$0404 dX and dY of 4 towards Sabreman
B5F2 CALL move_towards_plyr
B5F5 JR spark_tone_and_move tone, move and draw
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