Fimsh_Drop: PUSH DE LD D, $6C LD E, $07 CALL =Spawn_object POP DE RET Fimsh_Turn: LD A, $mem_map_loading_flags BIT 3, A RET Z PUSH HL PUSH BC PUSH DE INC HL LD A, (HL+) LD B, A LD A, (HL+) LD C, A LD A, (HL+) LD D, A .RESET_BLINKING_MODE .ENTITY_HEALTH_CHECK =.Skip_turn =Fimsh_Drop .ENTITY_FREEZE_SHIVER =.Skip_turn .ENTITY_STATUS_SKIP_TURN =.Skip_turn CALL =Entity_End_movement .Skip_Turn: LD A, L AND $f0 LD L, A INC HL LD A, B LD (HL+), A LD A, C LD (HL+), A LD A, D LD (HL+), A POP DE POP BC POP HL RET