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FunkyBomb and LeapFrog bugfix #89
Problem was due to the better accuracy of the collision with tank check procedure.
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+3
-1
@@ -130,6 +130,7 @@ VOID
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mva LeapFrogAngle Angle
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mva #sfx_funky_hit sfx_effect
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sbw ytraj+1 #$05 ; next missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
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jsr Flight
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lda HitFlag
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beq EndOfLeapping
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@@ -159,6 +160,7 @@ VOID
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ror Force
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mva LeapFrogAngle Angle
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mva #sfx_funky_hit sfx_effect
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sbw ytraj+1 #$05 ; next missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
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jsr Flight
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lda HitFlag
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beq EndOfLeapping
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@@ -178,7 +180,7 @@ EndOfLeapping
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.proc funkybomb ;
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mva #sfx_baby_missile sfx_effect
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mwa xtraj+1 xtrajfb
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mwa ytraj+1 ytrajfb
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sbw ytraj+1 #$05 ytrajfb ; funky missiles start point goes 5 pixel UP to prevent multiple explosion at one point if tank is hit (4 pixels tank height + 1)
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inc FallDown2
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;central Explosion
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mva #21 ExplosionRadius
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