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Fox_Drop:
PUSH DE
LD E, $04
CALL =Check_attack_already_learnt
CP $01
JR Z, =.drops.ep_regen_item
.drops.attack_item:
LD D, $6C
LD E, $06
CALL =RNG_Step
AND $03
CP $00
CALL Z, =Spawn_object
JR =.drops.end
.drops.ep_regen_item:
LD D, $68
LD E, $03
CALL =RNG_Step
AND $03
CP $00
CALL Z, =Spawn_object
.drops.end:
POP DE
RET
Fox_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 =Fox_Drop
.ENTITY_FREEZE_SHIVER =.Skip_turn
.ENTITY_STATUS_SKIP_TURN =.Skip_turn
.ENTITY_TRY_ATTACK =Laser_sight_check =Laser_Prepare_Attack =.attack_end
.ENTITY_TRY_ATTACK =Check_player_next_to =Basic_Enemy_Attack =.attack_end
CALL =Walking
.attack_end:
CALL =Entity_End_movement
CALL =Apply_Prepared_Laser_Enemy_Attack
.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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