Memory optimizations
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@@ -324,7 +324,7 @@ NoUseDefensive
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; use defensives like Tosser
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; use defensives like Tosser
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jsr TosserDefensives
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jsr TosserDefensives
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; now select best target
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; now select best target
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mva #$00 PreferHumansFlag
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lda #$00 ; no prefer humans
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jsr FindBestTarget3
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jsr FindBestTarget3
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sty TargetTankNr
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sty TargetTankNr
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; aiming
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; aiming
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@@ -365,7 +365,7 @@ HighForce
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; use defensives like Tosser
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; use defensives like Tosser
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jsr TosserDefensives
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jsr TosserDefensives
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; now select best target
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; now select best target
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mva #$00 PreferHumansFlag
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lda #$00 ; no prefer humans
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jsr FindBestTarget3
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jsr FindBestTarget3
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sty TargetTankNr
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sty TargetTankNr
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; aiming
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; aiming
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@@ -405,7 +405,7 @@ HighForce
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; use defensives like Tosser
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; use defensives like Tosser
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jsr TosserDefensives
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jsr TosserDefensives
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; now select best target
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; now select best target
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mva #$ff PreferHumansFlag
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lda #100 ; prefer humans
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jsr FindBestTarget3
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jsr FindBestTarget3
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sty TargetTankNr
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sty TargetTankNr
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; aiming
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; aiming
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@@ -440,9 +440,11 @@ HighForce
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.proc FindBestTarget3
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.proc FindBestTarget3
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; find target with lowest energy
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; find target with lowest energy
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; X - shooting tank number
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; X - shooting tank number
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; A - 100 - prefer humans , 0 - equality :)
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; returns target tank number in Y and
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; returns target tank number in Y and
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; direcion of shoot in A (0 - left, >0 - right)
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; direcion of shoot in A (0 - left, >0 - right)
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;----------------------------------------------
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;----------------------------------------------
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sta PreferHumansFlag
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jsr MakeLowResDistances
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jsr MakeLowResDistances
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lda #202
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lda #202
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sta temp2 ; max possible energy
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sta temp2 ; max possible energy
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@@ -458,15 +460,12 @@ loop01
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lda eXistenZ,y
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lda eXistenZ,y
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beq skipThisPlayer
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beq skipThisPlayer
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bit PreferHumansFlag
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bpl NoPreferHumans
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lda skilltable,y
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lda skilltable,y
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beq ItIsHuman
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beq ItIsHuman
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lda #100
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lda PreferHumansFlag
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ItIsHuman
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ItIsHuman
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NoPreferHumans
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clc
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clc
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adc Energy,y ; if robotank energy=energy+100
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adc Energy,y ; if robotank energy=energy+100 (100 or 0 from PreferHumansFlag)
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cmp temp2 ; lowest
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cmp temp2 ; lowest
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bcs lowestIsLower
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bcs lowestIsLower
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sta temp2
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sta temp2
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