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path: root/playerattacks/freeze.gbasm
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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