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Check_player_next_to: ; BC = XY of the enemy. D is unchanged. Direction to face in E (or 0 if not)
	.vertical:
	LD A, $mem_bunny_x
	CP B
	JR NZ, =.horizontal

	; up
	LD A, $mem_bunny_y
	SUB $01
	CP C
	LD E, $enum_direction_down
	RET Z

	; down
	ADD $02
	CP C
	LD E, $enum_direction_up
	RET Z

	LD E, $00
	RET

	.horizontal:

	LD A, $mem_bunny_y
	CP C
	LD E, $00
	RET NZ

	; left
	LD A, $mem_bunny_x
	SUB $01
	CP B
	LD E, $enum_direction_right
	RET Z

	; right
	ADD $02
	CP B
	LD E, $enum_direction_left
	RET Z

	LD E, $00
	RET

.INCLUDE "enemiesattacks/walk.gbasm"
.INCLUDE "enemiesattacks/walkaway.gbasm"
.INCLUDE "enemiesattacks/basic.gbasm"
.INCLUDE "enemiesattacks/laser.gbasm"
.INCLUDE "enemiesattacks/freeze.gbasm"
.INCLUDE "enemiesattacks/grab.gbasm"
.INCLUDE "enemiesattacks/poison.gbasm"