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CheckMewtwoBonusStageGameObjectCollisions: ; 0x19330
call Func_19414
call Func_19337
ret
Func_19337: ; 0x19337
ld hl, wd6bb
ld bc, $0601
.asm_1933d
push bc
push hl
ld a, [hli]
add $f8
ld b, a
ld a, [hld]
add $8
ld c, a
dec hl
dec hl
dec hl
ld a, [hl]
dec hl
dec hl
bit 0, [hl]
call nz, Func_1936f
pop hl
pop bc
ld a, c
jr c, .asm_19360
ld de, $0008
add hl, de
inc c
dec b
jr nz, .asm_1933d
ret
.asm_19360
ld [wTriggeredGameObjectIndex], a
ld [wd6b4], a
add $0
ld [wTriggeredGameObject], a
ld [wd6b5], a
ret
Func_1936f: ; 0x1936f
cp $b
jp z, Func_19412
ld a, [wBallXPos + 1]
sub b
cp $20
jp nc, Func_19412
ld b, a
ld a, [wBallYPos + 1]
sub c
cp $20
jp nc, Func_19412
ld c, a
ld e, a
ld d, $0
sla e
rl d
sla e
rl d
sla e
rl d
sla e
rl d
sla e
rl d
ld l, b
ld h, $0
add hl, de
sla l
rl h
sla l
rl h
ld de, BallPhysicsData_e4000
add hl, de
ld de, wBallXVelocity
ld a, BANK(BallPhysicsData_e4000)
call ReadByteFromBank
ld c, a
ld a, [de]
add c
ld [de], a
inc de
inc hl
ld a, BANK(BallPhysicsData_e4000)
call ReadByteFromBank
ld b, a
ld a, [de]
adc b
ld [de], a
inc de
inc hl
push bc
ld a, BANK(BallPhysicsData_e4000)
call ReadByteFromBank
ld c, a
ld a, [de]
add c
ld [de], a
inc de
inc hl
ld a, BANK(BallPhysicsData_e4000)
call ReadByteFromBank
ld b, a
ld a, [de]
adc b
ld [de], a
inc de
inc hl
bit 7, b
jr z, .asm_193ea
ld a, c
cpl
ld c, a
ld a, b
cpl
ld b, a
inc bc
.asm_193ea
pop hl
bit 7, h
jr z, .asm_193f6
ld a, l
cpl
ld l, a
ld a, h
cpl
ld h, a
inc hl
.asm_193f6
add hl, bc
sla l
rl h
ld a, h
cp $2
jr c, .asm_19410
ld a, [wRumbleDuration]
and a
jr nz, .asm_19410
ld a, $5
ld [wRumblePattern], a
ld a, $8
ld [wRumbleDuration], a
.asm_19410
scf
ret
Func_19412: ; 0x19312
and a
ret
Func_19414: ; 0x19414
ld a, [wTriggeredGameObject]
inc a
jr nz, .asm_1944f
ld a, [wd6aa]
bit 7, a
jr nz, .asm_1944f
ld a, [wIsBallColliding]
and a
ret z
ld a, [wCurCollisionAttribute]
sub $10
ret c
cp $c
ret nc
ld a, $1
ld [wTriggeredGameObjectIndex], a
add $6
ld [wTriggeredGameObject], a
ld b, a
ld hl, wd6aa
ld [hl], $0
ld a, [wPreviousTriggeredGameObject]
cp b
jr z, .asm_1944f
ld a, [wTriggeredGameObjectIndex]
ld [hli], a
ld a, [wTriggeredGameObject]
ld [hl], a
scf
ret
.asm_1944f
and a
ret
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