Entities_Actions: LD A, $mem_moving_animation_step CP $09 JR Z, =.Reset_Entities_Collision_Map CP $05 JR Z, =.Reset_Entities_Collision_Map LD A, $mem_map_loading_flags BIT 5, A JR Z, =.Action_Functions .Reset_Entities_Collision_Map: CALL =Reset_Entities_Collision_Map .Action_Functions: LD HL, $mem_entities_list CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action RET Entity_Action: LD A, (HL+) CP $00 JR Z, =.skip INC HL INC HL INC HL LD E, (HL) PUSH HL LD A, L AND $f0 LD L, A LD BC, =Turn_Jump_table LD A, E .JUMP_TABLE POP HL .skip: LD A, L AND $f0 ADD $10 LD L, A RET Interaction_Jump_table: ; 00 RET NOP NOP NOP ; 01 JP =Enemy_Interaction NOP ; 02 JP =Open_Dialogue NOP Enemy_Interaction: LD A, L AND $f0 LD $mem_entity_being_attacked_low, A LD A, $mem_bunny_direction RES 3, A LD $mem_bunny_direction, A LD A, $01 LD $mem_bunny_animation, A LD A, $mem_map_loading_flags SET 4, A LD $mem_map_loading_flags, A RET