ld b, a
ld a, [hl+]
ld c, a
+
+ ; check if dead
+ ld hl, act_hp
+ add hl, de
+ ld a, [hl]
+ cp a, 0
+ jp z, @despawn
; write collision shape
ld hl, act_rect
add hl, de
ld a, RF_ENEMY
call actor_write_default_collider
+
+ ret
+@despawn:
+ call actor_despawn
ret
; draws the guard enemy
; de: event origin actor
; bc: guard
act_guard_col_res:
+ ld a, [de]
+ cp a, ACT_T_PISTOL_BULLET
+ jr z, @pistol_bullet REL
+
+ ret
+@pistol_bullet:
ld hl, act_hp
- add hl, de
+ add hl, bc
- ; test take damage
ld a, [hl]
dec a
ld [hl], a