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Move_Bunny:
LD A, $mem_bunny_health
CP $00
JR NZ, =Move_Bunny.not_dead
LD A, $20
LD $mem_bunny_direction, A
RET
Move_Bunny.not_dead:
Start_action_or_movement:
LD A, $mem_map_loading_flags
BIT 3, A
JR NZ, =Start_action_or_movement.end
Start_action_or_movement.test_movement:
LD A, $mem_button_direction
CP $00
JP Z, =Start_action_or_movement.test_action
SET 3, A
LD D, A
LD A, $mem_map_loading_flags
SET 3, A
LD $mem_map_loading_flags, A
LD A, D
CALL =Get_Position_After_Move
LD A, C
CALL =Is_Collisionable
CALL =Carve_Entity_Collision_Map
CP $00
JR Z, =Start_action_or_movement.not_collision
RES 3, D
LD A, $mem_map_loading_flags
RES 3, A
LD $mem_map_loading_flags, A
Start_action_or_movement.not_collision:
LD A, D
LD $mem_bunny_direction, A
JR =Start_action_or_movement.end
Start_action_or_movement.test_action:
LD A, $mem_last_button_action
LD B, A
LD A, $mem_button_action
CP B
JR Z, =Start_action_or_movement.end
BIT 0, A
JR Z, =Start_action_or_movement.end
LD A, $mem_bunny_direction
AND $07
OR $10
LD $mem_bunny_direction, A
LD A, $mem_map_loading_flags
SET 3, A
LD $mem_map_loading_flags, A
Start_action_or_movement.end:
Scroll_viewport:
LD A, $mem_map_loading_flags
BIT 3, A
JR Z, =Scroll_viewport.end
LD A, $mem_bunny_direction
BIT 3, A
JR Z, =Scroll_viewport.end
LD A, $mem_bunny_direction
LD D, A
LD A, $mem_prepared_viewport_x
LD B, A
LD A, $mem_prepared_viewport_y
LD C, A
LD A, $01
.ADD_A_TO_DIRECTION_BC
LD A, B
LD $mem_prepared_viewport_x, A
LD A, C
LD $mem_prepared_viewport_y, A
Scroll_viewport.end:
End_movement:
LD A, $mem_map_loading_flags
BIT 3, A
JP Z, =End_movement.end
LD A, $mem_moving_animation_step
CP $0f
JP NZ, =End_movement.end
LD A, $mem_bunny_direction
BIT 3, A
JR Z, =End_movement.end
LD $mem_bunny_direction, A
LD D, A
LD A, $mem_bunny_x
LD B, A
LD A, $mem_bunny_y
LD C, A
LD A, $01
.ADD_A_TO_DIRECTION_BC
LD A, B
LD $mem_bunny_x, A
LD A, C
LD $mem_bunny_y, A
LD A, $mem_viewport_x
LD B, A
LD A, $mem_viewport_y
LD C, A
LD A, $01
.ADD_A_TO_DIRECTION_BC
LD A, B
LD $mem_viewport_x, A
LD A, C
LD $mem_viewport_y, A
End_movement.end:
Interaction:
LD A, $mem_map_loading_flags
BIT 3, A
JP Z, =Interaction.end
LD A, $mem_moving_animation_step
CP $02
JP NZ, =Interaction.end
LD A, $mem_bunny_direction
AND $f8
CP $10
JR NZ, =Interaction.end
LD A, $mem_bunny_x
LD B, A
LD A, $mem_bunny_y
LD C, A
LD A, $mem_bunny_direction
OR $08
AND $0f
LD D, A
LD A, $01
.ADD_A_TO_DIRECTION_BC
LD HL, $mem_entities_list
Interaction.entities_loop:
LD A, L
AND $f0
ADD $10
LD L, A
CP $00
JR Z, =Interaction.end
LD A, (HL+)
CP $00
JR Z, =Interaction.entities_loop.next
LD A, (HL+)
CP B
JR NZ, =Interaction.entities_loop.next
LD A, (HL+)
CP C
JR NZ, =Interaction.entities_loop.next
INC HL
INC HL
PUSH HL
PUSH BC
LD BC, =Interaction_Jump_table
LD A, (HL)
.JUMP_TABLE
POP BC
POP HL
Interaction.entities_loop.next:
JR =Interaction.entities_loop
Interaction.end:
Check_End_Action:
LD A, $mem_bunny_direction
AND $f0
CP $10
JR NZ, =Check_End_Action.end
Check_End_Action.end:
RET
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