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The first attempt at handling defensive weapons
Only for test. Now all players has active Parachute berore round.
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+5
-7
@@ -1298,9 +1298,10 @@ ShotUnderGround
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sta Parachute
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; let's check if the given tank has got the parachute
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lda #$35 ; parachute
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jsr HowManyBullets
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beq TankFallsX
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ldx TankNr
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lda ActiveDefenceWeapon,x
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cmp #$35 ; parachute
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bne TankFallsX
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inc Parachute
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TankFallsX
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; coordinates of the first pixel under the tank
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@@ -1502,6 +1503,7 @@ EndOfFall
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; first we clear parachute on the screen
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mva #1 Erase
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ldx TankNr
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mva #0 ActiveDefenceWeapon,x ; deactivate defence weapon (parachute)
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lda #$34
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sta CharCode
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lda Ytankstable,x
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@@ -1514,10 +1516,6 @@ EndOfFall
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sta xdraw+1
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jsr TypeChar
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mva #0 Erase
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; now we can deduct one parachute from the list of weapons
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lda #$35 ; parachute
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jsr DecreaseWeapon
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ThereWasNoParachute
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mva #sfx_silencer sfx_effect
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rts
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