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Grab_sight_check: ; BC = XY of the enemy. D = direction (must be 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 $02
	CP C
	LD E, $enum_direction_down
	RET Z

	; down
	ADD $04
	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 $02
	CP B
	LD E, $enum_direction_right
	RET Z

	; right
	ADD $04
	CP B
	LD E, $enum_direction_left
	RET Z

	LD E, $00
	RET

Grab_Enemy_Attack: ; Direction to face in E. Result in BC (XY), Direction in D
	LD A, E
	DEC A
	DEC D
	XOR D
	INC D
	CP $00
	JR Z, =.attack
	BIT 1, A
	JR NZ, =.attack

	LD D, E
	RET

	.attack:
	LD A, E
	OR $10
	LD D, A

	PUSH BC
	LD A, $mem_bunny_direction
	AND $08
	LD B, A
	LD A, $mem_bunny_flags
	AND $01
	OR B
	CP $09
	POP BC
	RET Z

	PUSH DE
	PUSH BC

	LD D, E	
	LD A, E
	DEC A
	XOR $01
	INC A
	OR $08
	LD $mem_bunny_direction, A
	CALL =Fix_Bunny_screen

	POP BC
	POP DE
	RET