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https://github.com/Pecusx/scorch_src.git
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SFX: work in progress
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+28
-2
@@ -77,6 +77,7 @@ VOID
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.endp
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; ------------------------
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.proc babynuke
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mva #sfx_nuke sfx_effect
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inc FallDown2
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mva #25 ExplosionRadius
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jsr CalculateExplosionRange
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@@ -84,6 +85,7 @@ VOID
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.endp
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; ------------------------
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.proc nuke
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mva #sfx_nuke sfx_effect
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inc FallDown2
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mva #31 ExplosionRadius
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jsr CalculateExplosionRange
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@@ -91,6 +93,7 @@ VOID
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.endp
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; ------------------------
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.proc leapfrog
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mva #sfx_funky_hit sfx_effect
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inc FallDown2
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mva #17 ExplosionRadius
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jsr CalculateExplosionRange
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@@ -129,6 +132,7 @@ VOID
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beq EndOfLeapping
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mva #15 ExplosionRadius
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jsr CalculateExplosionRange0
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mva #sfx_funky_hit sfx_effect
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jsr xmissile
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; soil must fall down now! there is no other way...
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@@ -157,6 +161,7 @@ VOID
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beq EndOfLeapping
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mva #13 ExplosionRadius
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jsr CalculateExplosionRange0
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mva #sfx_funky_hit sfx_effect
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jmp xmissile
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EndOfLeapping
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rts
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@@ -168,6 +173,7 @@ EndOfLeapping
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.endp
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; ------------------------
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.proc funkybomb ;
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mva #sfx_funky_hit sfx_effect
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mwa xtraj+1 xtrajfb
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mwa ytraj+1 ytrajfb
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inc FallDown2
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@@ -220,6 +226,7 @@ DoNotEor
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jsr CalculateExplosionRange
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lda HitFlag
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beq NoExplosionInFunkyBomb
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mva #sfx_funky_hit sfx_effect
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jsr xmissile
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NoExplosionInFunkyBomb
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dec FunkyBombCounter
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@@ -232,12 +239,16 @@ NoExplosionInFunkyBomb
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inc FallDown2
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mva #31 ExplosionRadius
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jsr CalculateExplosionRange
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mva #sfx_nuke sfx_effect
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jsr xmissile
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sbw xdraw #35
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jsr CalculateExplosionRange
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mva #sfx_nuke sfx_effect
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jsr xmissile
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adw xdraw #70
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jsr CalculateExplosionRange
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mva #sfx_nuke sfx_effect
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jsr xmissile
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sbw xdraw #35
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;
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@@ -245,12 +256,14 @@ NoExplosionInFunkyBomb
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;jsr CalculateExplosionRange
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cpw ydraw #screenHeight
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bcs NoUpperCircle
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mva #sfx_nuke sfx_effect
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jsr xmissile
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NoUpperCircle
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adb ydraw #70
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;jsr CalculateExplosionRange
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cpw ydraw #screenHeight
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bcs NoLowerCircle
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mva #sfx_nuke sfx_effect
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jsr xmissile
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NoLowerCircle
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rts
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@@ -317,6 +330,7 @@ NoLowerCircle
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.endp
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; ------------------------
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.proc xdigger
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mva #sfx_digger sfx_effect
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mwa xdraw digstartx
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mwa ydraw digstarty
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ldx diggery
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@@ -431,6 +445,7 @@ DiggerCharacter
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.endp
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; ------------------------
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.proc babysandhog
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mva #sfx_sandhog sfx_effect
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mva #8 sandhogflag
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inc FallDown2
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mva #13 DigLong
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@@ -439,6 +454,7 @@ DiggerCharacter
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.endp
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; ------------------------
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.proc sandhog
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mva #sfx_sandhog sfx_effect
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mva #8 sandhogflag
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inc FallDown2
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mva #13 DigLong
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@@ -447,6 +463,7 @@ DiggerCharacter
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.endp
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; ------------------------
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.proc heavysandhog
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mva #sfx_sandhog sfx_effect
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mva #8 sandhogflag
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inc FallDown2
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mva #13 DigLong
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@@ -490,6 +507,7 @@ DiggerCharacter
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.endp
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; ------------------------
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.proc riotblast
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mva #sfx_riot_blast sfx_effect
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inc FallDown2
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mva #61 ExplosionRadius
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jsr CalculateExplosionRange
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@@ -808,6 +826,8 @@ DirectionChecked
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.proc ofdirt ;
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; --------------------------------------------------
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; makes dirt on xdraw,ydraw position and of ExplosionRadius height
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mva #sfx_dirt_char_s sfx_effect
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mva #1 color
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NoColor ; jump here with color=0 to clean dirt
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mwa xdraw xcircle
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@@ -885,8 +905,7 @@ UpNotYet2
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lda HowMuchToFall
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cmp #1
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beq HowMuchToFallRight3
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.nowarn
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dew xdraw
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.NOWARN dew xdraw
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lda xdraw
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bne RollinContinuesLiquid
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lda xdraw+1
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@@ -1021,6 +1040,9 @@ pressedUp
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bne CheckingMaxForce
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inc EnergyTableH,x
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CheckingMaxForce
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mva #sfx_set_power_2 sfx_effect
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lda MaxEnergyTableH,x
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cmp EnergyTableH,x
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bne FurtherCheckMaxForce
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@@ -1048,6 +1070,8 @@ CTRLPressedUp
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pressedDown
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mva #sfx_set_power_1 sfx_effect
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ldx TankNr
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dec EnergyTableL,x
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lda EnergyTableL,x
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@@ -1063,6 +1087,8 @@ ForceGoesZero
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jmp BeforeFire
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CTRLPressedDown
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mva #sfx_set_power_1 sfx_effect
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ldx TankNr
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sec
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lda EnergyTableL,x
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