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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, XY result in BC, 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:
	POP DE
	POP HL
	RET

Entity_idx_to_entity_list_ptr: ; loaded idx in A, return in BC
	PUSH DE

	LD D, high($mem_loaded_entities_indices)
	LD E, low($mem_loaded_entities_indices)
	ADD E
	LD E, A
	LD A, (DE)
	LD C, A
	LD B, $00
	SLA C
	RL B
	SLA C
	RL B
	SLA C
	RL B
	LD A, C
	ADD low(=Entity_list)
	LD C, A
	LD A, B
	ADC high(=Entity_list)
	LD B, A

	POP DE
	RET

Spawn_object: ; Texture in D, XY in BC, jump table thingy in E
	CALL =RNG_Step
	AND $03
	CP $00
	JR NZ, =.skip_spawn_loot
	PUSH HL
	CALL =Find_Free_Object_slot
	LD A, $80
	CP L
	JR Z, =.skip_spawn_loot_pop_hl

	LD A, D
	LD (HL+), A
	LD A, B
	LD (HL+), A
	LD A, C
	LD (HL+), A
	CALL =Check_other_object_collision
	CP $00
	JR NZ, =.skip_spawn_loot_pop_hl
	LD A, L
	AND $f8
	ADD $03
	LD L, A
	LD (HL), E

	; set the object load counter to the object so it doesn't take 16 frames to load it
	LD A, L
	SRA A
	SRA A
	SRA A
	SUB $01
	LD $mem_object_load_counter, A

	.skip_spawn_loot_pop_hl:
	POP HL
	.skip_spawn_loot:
	RET