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Move_Bunny:
	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

		PUSH BC
		CALL =Get_Position_After_Move
		LD A, C
		CALL =Is_Collisionable
		CALL =Carve_Entity_Collision_Map
		POP BC
		CP $00
		JR Z, =Start_action_or_movement.not_collision
		RES 3, D
		Start_action_or_movement.not_collision:
		LD A, D

		LD $mem_bunny_direction, A
		JR =Start_action_or_movement.test_end


		Start_action_or_movement.test_action:
		LD A, $mem_button_action
		BIT 0, A
		JR Z, =Start_action_or_movement.end
		LD A, $mem_bunny_direction
		AND $0f
		OR $10
		LD $mem_bunny_direction, A

		Start_action_or_movement.test_end:

		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, $reg_viewport_x
		LD B, A
		LD A, $reg_viewport_y
		LD C, A
		LD A, $01
		.ADD_A_TO_DIRECTION_BC
		LD A, B
		LD $reg_viewport_x, A
		LD A, C
		LD $reg_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
		AND $07
		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:

	RET