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Animation_Wait_Mode:
LD A, $mem_current_mode
CP $enum_animation_wait_mode
RET NZ
LD A, $mem_animation_wait_frames
DEC A
LD $mem_animation_wait_frames, A
CP $00
RET NZ
LD A, $enum_dungeon_mode
LD $mem_current_mode, A
LD $mem_requested_mode, A
CALL =Update_VBlank_Handler
RET
Display_Animation_List:
LD HL, $mem_animation_list
CALL =Display_Animation
CALL =Display_Animation
CALL =Display_Animation
JP =Display_Animation
Display_Animation:
PUSH HL
LD A, (HL)
AND $3f
LD BC, =Animation_Jump_table
.JUMP_TABLE
POP HL
LD A, L
ADD $08
LD L, A
RET
Try_Launch_Animation: ; XY in BC, jump_table index in A, number of steps in E, entity_effect in D
PUSH HL
PUSH AF
LD HL, $mem_animation_list
XOR A
CP (HL)
JP Z, =Try_Launch_Animation.Free_slot_Found
LD A, $08
ADD L
LD L, A
XOR A
CP (HL)
JP Z, =Try_Launch_Animation.Free_slot_Found
LD A, $08
ADD L
LD L, A
XOR A
CP (HL)
JP Z, =Try_Launch_Animation.Free_slot_Found
LD A, $08
ADD L
LD L, A
XOR A
CP (HL)
JP NZ, =Try_Launch_Animation.No_Free_slot_found
Try_Launch_Animation.Free_slot_Found:
POP AF
LD (HL+), A
LD A, B
LD (HL+), A
LD A, C
LD (HL+), A
LD A, E
LD (HL+), A
LD (HL), D
POP HL
RET
Try_Launch_Animation.No_Free_slot_found:
POP AF
POP HL
RET
End_animation:
LD A, L
AND $f8
LD L, A
LD (HL), $00
LD A, L
ADD $04
LD L, A
LD A, $f0
AND (HL)
CP $10
RET NZ
LD A, (HL)
AND $0f
SWAP A
PUSH HL
ADD $07
LD L, A
LD H, high($mem_entities_list)
SET 3, (HL)
LD A, $1f
LD $mem_blinking_animation_counter, A
.SET_SOUND_EFFECT =_sound_effect_Damage
POP HL
RET
Animation_Jump_table:
; 00
RET
NOP
NOP
NOP
; 01
JP =Sparkle_Animation
NOP
; 02
JP =Rotating_Ball_Animation
NOP
; 03
JP =Laser_Animation
NOP
; 04
JP =Bubbles_Animation
NOP
.INCLUDE "animations/sparkles.gbasm"
.INCLUDE "animations/rotatingball.gbasm"
.INCLUDE "animations/laser.gbasm"
.INCLUDE "animations/bubbles.gbasm"
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