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Cat_Turn:
LD A, $mem_map_loading_flags
BIT 3, A
RET Z
PUSH HL
PUSH BC
PUSH DE
INC HL
LD A, (HL+)
LD B, A
LD A, (HL+)
LD C, A
LD A, (HL+)
LD D, A
.Health_check:
LD A, L
AND $f0
ADD $06
LD L, A
LD A, (HL)
CP $00
JR NZ, =.Health_check.end
LD A, L
AND $f0
LD L, A
LD (HL), $00
LD A, $mem_enemies_alive_count
DEC A
LD $mem_enemies_alive_count, A
JP NZ, =.Skip_turn
.Health_check.end:
.Freeze_shiver:
LD A, $mem_moving_animation_step
CP $00
JP NZ, =.Freeze_shiver.end
LD A, L
AND $f0
ADD $08
LD L, A
LD A, $01
CP (HL)
JR NZ, =.Freeze_shiver.end
LD A, D
AND $07
LD D, A
CALL =RNG_Step
CP $55
JP NC, =.Skip_turn
LD A, D
OR $40
LD D, A
CALL =RNG_Step
CP $55
JP NC, =.Skip_turn
LD A, $00
LD (HL-), A
RES 1, (HL)
JP =.Skip_turn
.Freeze_shiver.end:
.Should_turn_be_skipped:
LD A, L
AND $f0
ADD $08
LD L, A
BIT 0, (HL)
JP NZ, =.Skip_turn
.Start_action_or_movement:
LD A, $mem_moving_animation_step
CP $00
JP NZ, =.Start_action_or_movement.end
LD A, L
AND $f0
OR $07
LD L, A
RES 3, (HL)
.Try_Basic_Attack:
CALL =Check_player_next_to
LD A, E
CP $00
JR Z, =.Try_Walking
CALL =Basic_Enemy_Attack
JR =.Start_action_or_movement.end
.Try_Walking:
CALL =Walking
.Start_action_or_movement.end:
.End_movement:
LD A, $mem_moving_animation_step
CP $0f
JP NZ, =.End_movement.end
LD A, D
AND $07
BIT 3, D
LD D, A
JR Z, =.End_movement.end
LD A, $01
.ADD_A_TO_DIRECTION_BC
.End_movement.end:
.Skip_Turn:
LD A, L
AND $f0
LD L, A
INC HL
LD A, B
LD (HL+), A
LD A, C
LD (HL+), A
LD A, D
LD (HL+), A
POP DE
POP BC
POP HL
RET
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