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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
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