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Loading_Mode_VBlank:
LD A, $mem_current_mode
CP $enum_loading_mode
RET NZ
LD A, $mem_loading_mode_vblank_func_pointer_high
LD B, A
LD A, $mem_loading_mode_vblank_func_pointer_low
LD C, A
PUSH BC
RET
Loading_Mode_Regular:
LD A, $mem_current_mode
CP $enum_loading_mode
RET NZ
LD A, $mem_loading_mode_regular_func_pointer_high
LD B, A
LD A, $mem_loading_mode_regular_func_pointer_low
LD C, A
PUSH BC
RET
Canceled_Attack_VBlank:
RET
Canceled_Attack_Regular:
LD A, $enum_dungeon_mode
LD $mem_requested_mode, A
RET
Canceled_Attack:
LD HL, $mem_entities_list
LD A, L
ADD $13
LD L, A
Reset_Entities_Animations.loop:
RES 3, (HL)
LD A, L
AND $f0
ADD $0a
LD L, A
LD (HL), $00
Reset_Entities_Animations.loop.next:
LD A, L
AND $f0
ADD $13
LD L, A
CP $03
JR NZ, =Reset_Entities_Animations.loop
LD BC, =Canceled_Attack_VBlank
LD A, B
LD $mem_loading_mode_vblank_func_pointer_high, A
LD A, C
LD $mem_loading_mode_vblank_func_pointer_low, A
LD BC, =Canceled_Attack_Regular
LD A, B
LD $mem_loading_mode_regular_func_pointer_high, A
LD A, C
LD $mem_loading_mode_regular_func_pointer_low, A
LD A, $enum_loading_mode
LD $mem_requested_mode, A
.CLOSE_DIALOGUE
LD A, $mem_map_loading_flags
SET 3, A
LD $mem_map_loading_flags, A
LD A, $04
LD $mem_bunny_animation, A
.SET_SOUND_EFFECT =_sound_effect_Move_arrow_failed
LD A, $mem_bunny_mana
LD B, A
LD A, $mem_current_focused_attack_ep_cost
ADD B
DAA
JR NC, =.skip_fallback_max_mana
LD A, $99
.skip_fallback_max_mana:
LD $mem_bunny_mana, A
RET
Empty_Attack:
RET
Check_attack_already_learnt: ; Attack id in E, result in A (1 for already there, 0 for not), overwrites HL
PUSH HL
LD HL, $mem_bunny_attacks
.loop:
LD A, (HL)
CP E
JR Z, =.duplicate
INC HL
LD A, L
CP low($mem_bunny_attacks+4)
JR NZ, =.loop
LD A, $00
POP HL
RET
.duplicate:
LD A, $01
POP HL
RET
Attack_List:
; 00
.Empty:
; Attack menu name string
.DB bank(=Empty)
.DB ptr(=Empty)
; Attack function
.ASSERT bank(=Empty_Attack) $00
.DB ptr(=Empty_Attack)
; Energy point cost
.DB $00
.PADTO =.Empty+8
; 01
.Hop:
; Attack menu name string
.DB bank(=Hop_Attack_Menu_Txt)
.DB ptr(=Hop_Attack_Menu_Txt)
; Attack function
.ASSERT bank(=Hop_Attack) $00
.DB ptr(=Hop_Attack)
; Energy point cost
.DB $01
.PADTO =.Hop+8
; 02
.Heal:
; Attack menu name string
.DB bank(=Heal_Attack_Menu_Txt)
.DB ptr(=Heal_Attack_Menu_Txt)
;Attack function
.ASSERT bank(=Heal_Attack) $00
.DB ptr(=Heal_Attack)
; Energy point cost
.DB $05
.PADTO =.Heal+8
; 03
.Freeze:
; Attack menu name string
.DB bank(=Freeze_Attack_Menu_Txt)
.DB ptr(=Freeze_Attack_Menu_Txt)
; Attack function
.ASSERT bank(=Freeze_Attack) $00
.DB ptr(=Freeze_Attack)
; Energy point cost
.DB $05
.PADTO =.Freeze+8
; 04
.Earcoptr:
; Attack menu name string
.DB bank(=Earcoptr_Attack_Menu_Txt)
.DB ptr(=Earcoptr_Attack_Menu_Txt)
; Attack function
.ASSERT bank(=Earcoptr_Attack) $00
.DB ptr(=Earcoptr_Attack)
; Energy point cost
.DB $04
.PADTO =.Earcoptr+8
.INCLUDE "playerattacks/hop.gbasm"
.INCLUDE "playerattacks/heal.gbasm"
.INCLUDE "playerattacks/freeze.gbasm"
.INCLUDE "playerattacks/earcoptr.gbasm"
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