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C82B: Update the player's legs
Used by the routine at upd_16_to_21_24_to_29.
The handler for the bottom of the two records that make up the player: the legs, whose box is the whole knight's for collisions. upd_16_to_21_24_to_29 and upd_48_to_53_56_to_61 arrive here for the man and for the werewolf. IX is always the first object record, $5C08, and the top half is the record after it.
First, death: bit 6 of +$0D is set by the collision code when the player touches something harmful. Unless the end-of-game sequence is running ($5BC3), the legs and the top half both turn into the death sparkle.
Input
IX the player's bottom record
upd_player_bottom C82B BIT 6,(IX+$0D) has something harmful touched us?
C82F JR Z,player_controls
C831 LD A,($5BC3) not once the game has been won: nothing kills the player then
C834 AND A
C835 JR NZ,player_controls
C837 SET 6,(IX+$2D) mark the top half (the next record) dead too
C83B JP init_death_sparkles and become the death sparkle
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