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Freeze_Attack_Loading_VBlank:
LD A, $mem_prepared_viewport_x
LD B, A
LD A, $mem_loading_step
SRA A
AND $03
BIT 1, A
RES 1, A
JR NZ, =.Shaking_Animation.skip_invert
CPL
INC A
.Shaking_Animation.skip_invert:
ADD B
LD $mem_prepared_viewport_x, A
LD A, $mem_loading_step
SRA A
SRA A
BIT 0, A
JR Z, =.Blink_Animation.dark_palette
LD A, $palette_normal
LD $mem_prepared_color_palette, A
RET
.Blink_Animation.dark_palette:
LD A, $palette_white
LD $mem_prepared_color_palette, A
RET
Freeze_Attack_Loading_Regular:
LD A, $mem_loading_step
INC A
AND $0f
LD $mem_loading_step, A
CP $00
JR Z, =.end_attack
LD BC, $mem_entities_list
SLA A
SLA A
SLA A
SLA A
INC A
LD C, A
LD A, (BC)
LD E, A
LD A, $mem_bunny_x
SUB E
.ABS
LD D, A
INC C
LD A, (BC)
LD E, A
LD A, $mem_bunny_y
SUB E
.ABS
ADD D
LD D, A
LD A, $02
CP D
RET C
LD A, C
ADD $06
LD C, A
LD A, (BC)
CP $02
RET Z
LD A, $01
LD (BC), A
DEC C
LD A, (BC)
SET 1, A
LD (BC), 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
Freeze_Attack:
LD BC, =Freeze_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, =Freeze_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
.SET_SOUND_EFFECT =_sound_effect_Freeze
.CLOSE_DIALOGUE
RET
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