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Prepare_Entities:
	LD HL, $mem_oam_buffer
	LD BC, $00a0
	CALL =bzero
	LD A, $00
	LD $tmp_var_1, A
	LD HL, $mem_entites_list
	CALL =Prepare_Entity
	CALL =Prepare_Entity
	CALL =Prepare_Entity
	; CALL =Prepare_Entity
	; CALL =Prepare_Entity
	; CALL =Prepare_Entity
	; CALL =Prepare_Entity
	; CALL =Prepare_Entity
	; CALL =Prepare_Entity
	; CALL =Prepare_Entity
	; CALL =Prepare_Entity
	; CALL =Prepare_Entity
	; CALL =Prepare_Entity
	; CALL =Prepare_Entity
	; CALL =Prepare_Entity
	; CALL =Prepare_Entity
	RET

Prepare_Entity:
	LD A, (HL+)
	LD E, A


	CP $00
	JP Z, =Prepare_Entity.skip

	LD A, (HL+)
	ADD $80
	LD D, A
	LD A, $mem_viewport_x
	LD B, A
	SUB $82
	CP D
	JP NC, =Prepare_Entity.skip
	ADD $0c
	CP D
	JP C, =Prepare_Entity.skip
	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
	JP NC, =Prepare_Entity.skip
	ADD $0b
	CP D
	JP C, =Prepare_Entity.skip
	LD A, D
	SUB $80
	SUB C
	AND $0f
	SWAP A
	ADD $02
	LD C, A

	LD A, $mem_bunny_direction
	BIT 3, A
	JR Z, =Prepare_Entity.Viewport_offset_end
	AND $07
	CP $enum_direction_down
	JR Z, =Prepare_Entity.Viewport_offset_down
	CP $enum_direction_right
	JR Z, =Prepare_Entity.Viewport_offset_right
	CP $enum_direction_up
	JR Z, =Prepare_Entity.Viewport_offset_up

	Prepare_Entity.Viewport_offset_left:
		LD A, $reg_viewport_x
		SUB $08
		AND $0f
		XOR $ff
		ADD $12
		ADD B

		LD B, A
		JR =Prepare_Entity.Viewport_offset_end

	Prepare_Entity.Viewport_offset_right:
		LD A, $reg_viewport_x
		SUB $08
		AND $0f
		XOR $ff
		ADD B

		LD B, A

		JR =Prepare_Entity.Viewport_offset_end

	Prepare_Entity.Viewport_offset_up:
		LD A, $reg_viewport_y
		SUB $08
		AND $0f
		XOR $ff
		ADD $12
		ADD C

		LD C, A

		JR =Prepare_Entity.Viewport_offset_end

	Prepare_Entity.Viewport_offset_down:
		LD A, $reg_viewport_y
		SUB $08
		AND $0f
		XOR $ff
		ADD C

		LD C, A

	Prepare_Entity.Viewport_offset_end:

	LD A, (HL+)
	BIT 3, A
	LD D, A
	LD A, $00
	JR Z, =Prepare_Entity.Not_Moving_Animation

	LD A, D
	AND $07

	CP $enum_direction_down
	JR Z, =Prepare_Entity.moving_offset_down
	CP $enum_direction_right
	JR Z, =Prepare_Entity.moving_offset_right
	CP $enum_direction_up
	JR Z, =Prepare_Entity.moving_offset_up

	Prepare_Entity.moving_offset_left:
		LD A, $mem_moving_animation_step
		XOR $ff
		ADD B
		LD B, A

		JR =Prepare_Entity.moving_offset_end

	Prepare_Entity.moving_offset_right:
		LD A, $mem_moving_animation_step
		INC A
		ADD B
		LD B, A

		JR =Prepare_Entity.moving_offset_end

	Prepare_Entity.moving_offset_up:
		LD A, $mem_moving_animation_step
		XOR $ff
		ADD C
		LD C, A

		JR =Prepare_Entity.moving_offset_end

	Prepare_Entity.moving_offset_down:
		LD A, $mem_moving_animation_step
		INC A
		ADD C
		LD C, A

	Prepare_Entity.moving_offset_end:


	LD A, $mem_moving_animation_step
	Prepare_Entity.Not_Moving_Animation:

	SUB $08
	BIT 7, A
	JR Z, =Prepare_Entity.Hop_ABS1_end

	; Adding hop animation to Y
	XOR $ff
	INC A
	Prepare_Entity.Hop_ABS1_end:
	SUB $04
	BIT 7, A
	JR Z, =Prepare_Entity.Hop_ABS2_end
	XOR $ff
	INC A
	Prepare_Entity.Hop_ABS2_end:
	ADD C

	LD C, A

	LD A, D
	AND $07

	CP $enum_direction_left
	JR Z, =Prepare_Entity.Left_Direction_sprite
	CP $enum_direction_right
	JR Z, =Prepare_Entity.Right_Direction_sprite
	CP $enum_direction_up
	JR Z, =Prepare_Entity.Up_Direction_sprite
	JP =Prepare_Entity.Down_Direction_sprite

	Prepare_Entity.Left_Direction_sprite:
		LD D, $00
		JP =Prepare_Entity.Write_OBJ

	Prepare_Entity.Right_Direction_sprite:
		LD A, $02
		ADD E
		LD E, A
		LD D, $20
		JP =Prepare_Entity.Write_OBJ

	Prepare_Entity.Up_Direction_sprite:
		LD A, $04
		ADD E
		LD E, A
		LD D, $00
		JP =Prepare_Entity.Write_OBJ

	Prepare_Entity.Down_Direction_sprite:
		LD A, $08
		ADD E
		LD E, A
		LD D, $00
		JP =Prepare_Entity.Write_OBJ

	Prepare_Entity.Write_OBJ:
		PUSH HL
		; First OBJ (left)
		LD HL, $mem_oam_buffer
		LD A, $tmp_var_1
		LD L, A
		LD A, C
		LD (HL+), A
		LD A, B
		LD (HL+), A
		LD A, E
		INC A
		LD (HL+), A
		LD A, D
		LD (HL+), A
		
		; Second OBJ
		LD A, B
		ADD $08
		LD B, A

		LD A, C
		LD (HL+), A
		LD A, B
		LD (HL+), A
		LD A, E
		XOR $02
		INC A
		LD (HL+), A
		LD A, D
		LD (HL+), A
		LD A, L
		LD $tmp_var_1, A
		POP HL

	Prepare_Entity.skip:
	LD A, L
	AND $f8
	ADD $08
	LD L, A
	RET

Entities_Behaviours:
	LD HL, $mem_entites_list
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	CALL =Entity_Behaviour
	RET

Entity_Behaviour:
	LD A, (HL+)
	CP $00
	JR Z, =Entity_Behaviour.skip

	INC HL
	INC HL
	INC HL

	LD A, (HL+)
	LD D, A
	LD A, (HL+)
	LD E, A

	PUSH HL

	LD A, L
	AND $f8
	LD L, A

	; This is confusing but this thing is actually CALL DE
	LD BC, =Entity_Behaviour.interaction_end
	PUSH BC
	PUSH DE
	RET
	Entity_Behaviour.interaction_end:

	POP HL

	INC HL
	INC HL
	Entity_Behaviour.skip:
	RET

Fox_AI:
	PUSH HL

	INC HL
	INC HL
	INC HL

	LD A, $mem_map_loading_flags
	BIT 1, A
	JR Z, =Fox_AI.Update_Position.end

	LD A, (HL)
	BIT 3, A
	JR Z, =Fox_AI.Update_Position.end

	RES 3, A
	DEC A

	LD C, A
	AND $01
	SLA A
	AND $02
	DEC A
	LD B, A

	LD A, L
	AND $f8
	INC A
	LD L, A

	BIT 1, C
	JR NZ, =Fox_AI.vertical_tile_move

	Fox_AI.horizontal_tile_move:
		LD A, (HL)
		ADD B
		LD (HL), A
		JP =Fox_AI.Update_Position.end

	Fox_AI.vertical_tile_move:
		INC HL
		LD A, (HL)
		ADD B
		LD (HL), A

	Fox_AI.Update_Position.end:

	LD A, L
	AND $f8
	ADD $03
	LD L, A

	LD A, $mem_moving_animation_step
	CP $01
	JR NZ, =Fox_AI.end

	LD A, $mem_bunny_direction
	BIT 3, A
	JR Z, =Fox_AI.end

	CALL =RNG_Step
	AND $08
	LD B, A

	LD A, $04
	CALL =RNG_Bound
	INC A
	OR B
	LD (HL), A

	Fox_AI.end:

	POP HL
	RET