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Earcoptr_Attack_Loading_VBlank:
RET
Earcoptr_Attack_Loading_Regular:
LD A, $mem_loading_step
INC A
AND $1f
LD $mem_loading_step, A
CP $00
JR Z, =.end_attack
CP $11
RET C
SUB $10
LD HL, $mem_entities_list
SLA A
SLA A
SLA A
SLA A
LD L, A
LD A, (HL+)
CP $00
RET Z
LD A, (HL+)
LD E, A
LD A, $mem_bunny_x
SUB E
.ABS
CP $02
RET NC
LD A, (HL)
LD E, A
LD A, $mem_bunny_y
SUB E
.ABS
CP $02
RET NC
LD A, L
ADD $06
LD L, A
LD A, $02
CP (HL)
RET Z
DEC HL
LD A, (HL)
SET 3, A
LD (HL-), A
LD A, $mem_moving_animation_step
LD B, A
LD A, $1f
SUB B
LD $mem_blinking_animation_counter, A
.SET_SOUND_EFFECT =_sound_effect_Damage
LD A, (HL)
SUB $01
RET C
LD (HL), A
RET
.end_attack:
LD A, $enum_dungeon_mode
LD $mem_current_mode, A
LD $mem_requested_mode, A
CALL =Update_VBlank_Handler
LD A, $mem_map_loading_flags
SET 3, A
LD $mem_map_loading_flags, A
RET
Earcoptr_Attack:
PUSH BC
LD A, $mem_bunny_x
LD B, A
LD A, $mem_bunny_y
LD C, A
LD A, $02
PUSH DE
LD E, $30
LD D, $00
CALL =Try_Launch_Animation
POP DE
POP BC
.SET_SOUND_EFFECT =_sound_effect_Earcoptr
LD BC, =Earcoptr_Attack_Loading_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, =Earcoptr_Attack_Loading_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
RET
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