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path: root/entity/actions.gbasm
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Entities_Actions:
	CALL =Reset_Entities_Collision_Map

	LD HL, $mem_entities_list
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	CALL =Entity_Action
	RET

Entity_Action:
	LD A, (HL+)
	CP $00
	JR Z, =Entity_Action.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_Action.interaction_end
	PUSH BC
	PUSH DE
	RET
	Entity_Action.interaction_end:

	POP HL

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

Update_Animation_Steps:
	LD A, $mem_map_loading_flags
	BIT 3, A
	JR Z, =Update_Animation_Steps.end

	LD A, $mem_moving_animation_step
	INC A
	AND $0f
	LD $mem_moving_animation_step, A

	CP $00
	JR NZ, =Update_Animation_Steps.end

	LD A, $mem_map_loading_flags
	RES 3, A
	SET 1, A
	LD $mem_map_loading_flags, A

	Update_Animation_Steps.end:
	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

	CALL =RNG_Step
	AND $03
	INC A
	OR B
	LD B, A

	PUSH BC
	CALL =Get_Position_After_Move
	LD A, C
	CALL =Is_Collisionable
	CALL =Carve_Entity_Collision_Map
	POP BC
	CP $00
	JR Z, =Fox_AI.change_direction

	RES 3, B

	Fox_AI.change_direction:
	LD (HL), B

	Fox_AI.end:

	POP HL
	RET