if(self->base.flags & JUMPNRUN_ENEMY_SPAWNED) {
if(!enemy_in_spawn_area(self, state) || fixed_point_gt(rectangle_top (enemy_hitbox(self)), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
jumpnrun_enemy_despawn(self);
if(self->base.flags & JUMPNRUN_ENEMY_SPAWNED) {
if(!enemy_in_spawn_area(self, state) || fixed_point_gt(rectangle_top (enemy_hitbox(self)), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
jumpnrun_enemy_despawn(self);