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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

	.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

		PUSH DE
		LD D, $6C
		LD E, $07
		CALL =Spawn_object
		POP DE

		JP =.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

	.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