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Fimsh_Drop:
PUSH DE
LD D, $6C
LD E, $07
CALL =Spawn_object
POP DE
RET
Fimsh_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
.RESET_BLINKING_MODE
.ENTITY_HEALTH_CHECK =.Skip_turn =Fimsh_Drop
.ENTITY_FREEZE_SHIVER =.Skip_turn
.ENTITY_STATUS_SKIP_TURN =.Skip_turn
CALL =Entity_End_movement
.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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