Mouse_Drop: PUSH DE LD D, $64 LD E, $02 CALL =RNG_Step AND $03 CP $00 CALL Z, =Spawn_object POP DE RET Mouse_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 .ENTITY_HEALTH_CHECK =.Skip_turn =Mouse_Drop .ENTITY_FREEZE_SHIVER =.Skip_turn .ENTITY_STATUS_SKIP_TURN =.Skip_turn .RESET_BLINKING_MODE .ENTITY_TRY_ATTACK =Check_player_next_to =Basic_Enemy_Attack =.attack_end CALL =Walking BIT 3, D JR Z, =.attack_end LD A, L AND $f0 OR $0a LD L, A LD (HL), $05 LD A, (HL) .attack_end: .Mid_movement: LD A, $mem_moving_animation_step CP $07 JR NZ, =.Mid_movement.end BIT 3, D JR Z, =.Mid_movement.end LD A, L AND $f0 OR $0a LD L, A LD A, $05 CP (HL) LD A, (HL) JR NZ, =.Mid_movement.end LD A, L AND $f0 OR $0a LD L, A LD (HL), $00 LD A, D RES 3, A LD D, A LD A, $01 .ADD_A_TO_DIRECTION_BC .Mid_movement.Try_Walking: PUSH DE CALL =Walking BIT 3, D JR Z, =.Mid_movement.Walk_cancelled LD A, L AND $f0 OR $0a LD L, A LD (HL), $05 ADD SP, $02 JR =.Mid_movement.end .Mid_movement.Walk_cancelled: POP DE RES 3, D .Mid_movement.end: 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