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Laser_Animation:
INC HL
LD A, (HL+)
ADD $80
LD D, A
LD A, $mem_viewport_x
LD B, A
SUB $82
CP D
RET NC
ADD $0e
CP D
RET C
LD A, D
SUB $80
SUB B
AND $0f
SWAP A
LD B, A
LD A, (HL+)
ADD $80
LD D, A
LD A, $mem_viewport_y
LD C, A
SUB $82
CP D
RET NC
ADD $0d
CP D
RET C
LD A, D
SUB $80
SUB C
AND $0f
SWAP A
ADD $06
LD C, A
LD E, (HL)
DEC E
DEC E
CP E
JP C, =.End_animation
LD (HL), E
DEC HL
DEC HL
DEC HL
LD A, (HL+)
SWAP A
SRA A
SRA A
AND $03
INC A
LD D, A
LD A, $04
ADD B
LD B, A
LD A, $04
ADD C
LD C, A
LD A, $0f
AND E
CP $00
JR NZ =.Skip_move_animation_tile
PUSH BC
LD B, (HL)
INC HL
LD C, (HL)
LD A, $01
.ADD_A_TO_DIRECTION_BC
LD (HL), C
DEC HL
LD (HL), B
POP BC
.Skip_move_animation_tile:
LD A, $0f
AND E
CPL
INC A
ADD $0f
.ADD_A_TO_DIRECTION_BC
.ADD_MOVING_ANIMATION_OFFSET
PUSH HL
LD HL, $mem_oam_buffer
LD A, $mem_oam_buffer_low
LD L, A
ADD $08
LD $mem_oam_buffer_low, A
LD A, C
LD (HL+), A
LD A, B
LD (HL+), A
LD A, $64
LD (HL+), A
LD A, $00
LD (HL+), A
POP HL
RET
.End_animation:
LD A, L
AND $fc
LD L, A
LD (HL), $00
RET
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