;;; Enemy_CheckAnimationLoopNextFrame ;;;
;; Returns r0: 0 if more animation, 1 if no more animation
0801196C (T)  push    r14
0801196E (T)  ldr     r0,=EnemyOrientation      ;\
08011970 (T)  ldrb    r1,[r0,1Ch]               ;|
08011972 (T)  ldrh    r3,[r0,16h]               ;|
08011974 (T)  lsl     r1,r1,18h                 ;|
08011976 (T)  mov     r2,80h                    ;|
08011978 (T)  lsl     r2,r2,12h                 ;|
0801197A (T)  add     r1,r1,r2                  ;|
0801197C (T)  lsr     r1,r1,18h                 ;} If EnemyGraphicPointer[EnemyAnimation] timer > EnemyAnimationCounter+1: return 0
0801197E (T)  ldr     r2,[r0,18h]               ;|
08011980 (T)  lsl     r0,r3,3h                  ;|
08011982 (T)  add     r0,r0,r2                  ;|
08011984 (T)  ldrb    r0,[r0,4h]                ;|
08011986 (T)  cmp     r0,r1                     ;|
08011988 (T)  bcs     80119A0h                  ;/
0801198A (T)  add     r0,r3,1                   ;\
0801198C (T)  lsl     r0,r0,10h                 ;|
0801198E (T)  lsr     r0,r0,0Dh                 ;|
08011990 (T)  add     r0,r0,r2                  ;} And if EnemyGraphicPointer[EnemyAnimation + 1] timer: return 0
08011992 (T)  ldrb    r0,[r0,4h]                ;|
08011994 (T)  cmp     r0,0h                     ;|
08011996 (T)  bne     80119A0h                  ;/
08011998 (T)  mov     r0,1h                     ;\
0801199A (T)  b       80119A2h                  ;} Return 1
0801199C      dd      0030006BCh

080119A0 (T)  mov     r0,0h

080119A2 (T)  pop     r1
080119A4 (T)  bx      r1