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.MACRODEF ADD_A_TO_DIRECTION_BC ; Direction in D, XY in BC (muted), offset in A
	PUSH AF
	LD A, D
	AND $07

	CP $enum_direction_down
	JR Z, =$down
	CP $enum_direction_right
	JR Z, =$right
	CP $enum_direction_up
	JR Z, =$up

	$left:
		POP AF
		XOR $ff
		INC A
		ADD B
		LD B, A

		JR =$end

	$right:
		POP AF
		ADD B
		LD B, A

		JR =$end

	$up:
		POP AF
		XOR $ff
		INC A
		ADD C
		LD C, A

		JR =$end

	$down:
		POP AF
		ADD C
		LD C, A

	$end:
.END

Get_Position_After_Move: ; entity (whatever alignement) in HL, direction to test in A, X Result in C, Y result in B, E being how much tile entity will move
	PUSH HL
	PUSH DE
	LD D, A

	LD A, L
	AND $f0
	LD L, A

	INC HL

	LD A, (HL+)
	LD B, A
	LD A, (HL+)
	LD C, A

	INC HL
	INC HL
	INC HL
	INC HL

	LD E, (HL)
	BIT 0, E
	LD A, $01
	JR Z, =Get_Position_After_Move.Normal_Speed
	LD A, $02
	Get_Position_After_Move.Normal_Speed:

	BIT 3, D
	JR Z, =Get_Position_After_Move.Skip_Move

	.ADD_A_TO_DIRECTION_BC

	Get_Position_After_Move.Skip_Move:

	LD A, C
	LD C, B
	LD B, A

	POP DE
	POP HL
	RET