;;; Enemy_CheckAnimationLoopCurrentFrame ;;;
;; Returns r0: 0 if more animation, 1 if no more animation
08011934 (T)  push    r14
08011936 (T)  ldr     r0,=EnemyOrientation      ;\
08011938 (T)  ldrb    r1,[r0,1Ch]               ;|
0801193A (T)  ldrh    r2,[r0,16h]               ;|
0801193C (T)  add     r1,1h                     ;|
0801193E (T)  lsl     r1,r1,18h                 ;|
08011940 (T)  lsr     r1,r1,18h                 ;|
08011942 (T)  ldr     r3,[r0,18h]               ;} If EnemyGraphicPointer[EnemyAnimation] timer > EnemyAnimationCounter: return 0
08011944 (T)  lsl     r0,r2,3h                  ;|
08011946 (T)  add     r0,r0,r3                  ;|
08011948 (T)  ldrb    r0,[r0,4h]                ;|
0801194A (T)  cmp     r0,r1                     ;|
0801194C (T)  bcs     8011964h                  ;/
0801194E (T)  add     r0,r2,1                   ;\
08011950 (T)  lsl     r0,r0,10h                 ;|
08011952 (T)  lsr     r0,r0,0Dh                 ;|
08011954 (T)  add     r0,r0,r3                  ;} If EnemyGraphicPointer[EnemyAnimation + 1] timer: return 0
08011956 (T)  ldrb    r0,[r0,4h]                ;|
08011958 (T)  cmp     r0,0h                     ;|
0801195A (T)  bne     8011964h                  ;/
0801195C (T)  mov     r0,1h                     ;\
0801195E (T)  b       8011966h                  ;} Return 1
08011960      dd      0030006BCh

08011964 (T)  mov     r0,0h

08011966 (T)  pop     r1
08011968 (T)  bx      r1