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CheckSeelBonusStageGameObjectCollisions: ; 0x25bbc
call CheckSeelBonusStageSeelHeadCollisions
ret
CheckSeelBonusStageSeelHeadCollisions: ; 0x25bc0
ld a, [wd76c]
cp $0
jr nz, .seel2
ld a, [wd76e]
ld b, a
ld a, [wd770]
add $14
ld c, a
call CheckSeelHeadCollision
ld a, $0
jr c, .hitSeelHead
.seel2
ld a, [wd776]
cp $0
jr nz, .seel3
ld a, [wd778]
ld b, a
ld a, [wd77a]
add $14
ld c, a
call CheckSeelHeadCollision
ld a, $1
jr c, .hitSeelHead
.seel3
ld a, [wd780]
cp $0
jr nz, .done
ld a, [wd782]
ld b, a
ld a, [wd784]
add $14
ld c, a
call CheckSeelHeadCollision
ld a, $2
jr c, .hitSeelHead
.done
ret
.hitSeelHead
ld [wd768], a
ld a, $1
ld [wd767], a
ret
CheckSeelHeadCollision: ; 0x25c12
ld a, [wBallXPos + 1]
sub b
cp $20
jr nc, .noCollision
ld b, a
ld a, [wBallYPos + 1]
sub c
cp $20
jr nc, .noCollision
ld c, a
ld e, c
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
ld de, CircularCollisionAngles
add hl, de
ld a, BANK(CircularCollisionAngles)
call ReadByteFromBank
bit 7, a
jr nz, .noCollision
sla a
ld [wCollisionNormalAngle], a
ld a, $1
ld [wIsBallColliding], a
scf
ret
.noCollision
and a
ret
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