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Open_Dialogue:
LD A, L
AND $f0
LD L, A
INC HL
LD A, $mem_bunny_x
CP (HL)
JR Z, =.Vertical_check
.Horizontal_check:
INC A
CP (HL)
JR Z, =.Left
.Right:
INC HL
INC HL
LD (HL), $enum_direction_right
JR =.Check_end
.Left:
INC HL
INC HL
LD (HL), $enum_direction_left
JR =.Check_end
.Vertical_check:
INC HL
LD A, $mem_bunny_y
INC A
CP (HL)
JR Z, =.Up
.Down:
INC HL
LD (HL), $enum_direction_down
JR =.Check_end
.Up:
INC HL
LD (HL), $enum_direction_up
JR =.Check_end
.Check_end:
LD A, (HL)
SWAP A
OR (HL)
LD (HL), A
LD A, L
AND $f0
OR $0b
LD L, A
LD A, (HL+)
DBG
LD $mem_dialogue_script_bank, A
LD A, (HL+)
DBG
LD ($mem_dialogue_script_program_counter), A
LD A, (HL)
DBG
LD ($mem_dialogue_script_program_counter+1), A
CALL =Dialogue_script_step
LD A, $00
LD $mem_bunny_animation, A
LD A, $enum_dungeon_dialogue_mode
LD $mem_requested_mode, A
RET
QuestGoal_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
.Start_action_or_movement:
LD A, $mem_moving_animation_step
CP $00
JP NZ, =.Start_action_or_movement.end
.Try_Walking:
CALL =RNG_Step
BIT 0, A
JR Z, =.Start_action_or_movement.end
CALL =Walking.Random_walker
.Start_action_or_movement.end:
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
Static_Human_Turn:
LD A, $mem_current_mode
CP $enum_dungeon_mode
RET NZ
LD A, $mem_requested_mode
CP $enum_dungeon_mode
RET NZ
INC HL
INC HL
INC HL
LD (HL), $11
DEC HL
DEC HL
DEC HL
RET
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