Poison_sight_check: ; BC = XY of the enemy. D = direction (must be unchanged). Direction to face in E (or 0 if not) LD E, $00 LD A, L AND $f0 ADD $09 LD L, A LD A, $00 CP (HL) RET Z JP =Check_player_next_to Poison_Enemy_Attack: ; Direction to face in E. Result in BC (XY), Direction in D LD A, D AND $f0 SWAP A LD D, A LD A, E DEC A DEC D XOR D INC D CP $00 JR Z, =.attack BIT 1, A JR NZ, =.attack LD D, E LD A, D SWAP A AND $70 OR D LD D, A RET .attack: LD A, E SWAP A AND $70 OR E LD D, A LD A, L AND $f0 OR $0a LD L, A LD (HL), $01 PUSH BC LD A, $mem_bunny_direction AND $08 LD B, A LD A, $mem_bunny_flags AND $01 OR B CP $09 POP BC RET Z LD A, $mem_bunny_status CP $00 RET NZ LD A, $08 LD $mem_bunny_status, A LD A, $0a LD $mem_bunny_status_clear_turn_counter, A .SET_SOUND_EFFECT =_sound_effect_Bite LD A, L AND $f0 ADD $07 LD L, A SET 2, (HL) LD A, L AND $f0 ADD $09 LD L, A DEC (HL) RET