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https://github.com/Pecusx/scorch_src.git
synced 2026-05-20 22:33:43 +02:00
results sprite fix
This commit is contained in:
@@ -11,8 +11,6 @@ dliColorsBack
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:10 .by $02,$00
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:10 .by $02,$00
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dliColorsFore
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dliColorsFore
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.by $0a
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.by $0a
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TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
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TextForegroundColor = $0c
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CashOptionL ;(one zero less than on the screen)
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CashOptionL ;(one zero less than on the screen)
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.by 0,<200,<800,<1200,<2000
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.by 0,<200,<800,<1200,<2000
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CashOptionH
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CashOptionH
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@@ -11,6 +11,9 @@ PMOffsetX = $2C ; P/M to graphics offset
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PMOffsetY = $23 ; P/M to graphics offset
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PMOffsetY = $23 ; P/M to graphics offset
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napalmRadius = 10
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napalmRadius = 10
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TextBackgroundColor = $02 ; REAL constans - use: LDA #TextBackgroundColor
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TextForegroundColor = $0c
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;Weapon prices (*10 on screen)
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;Weapon prices (*10 on screen)
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price_Baby_Missile___ = 0 ;_0
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price_Baby_Missile___ = 0 ;_0
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price_Missile________ = 96 ;_1
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price_Missile________ = 96 ;_1
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+21
-17
@@ -213,22 +213,22 @@ CalculateGains
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lda moneyH,x
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lda moneyH,x
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adc gainH,x
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adc gainH,x
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sta moneyH,x
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sta moneyH,x
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; substract loose
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; substract lose
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; if loose is greater than money then zero money
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; if lose is greater than money then zero money
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lda moneyH,x
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lda moneyH,x
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cmp looseH,x
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cmp loseH,x
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bcc zeromoney
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bcc zeromoney
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bne substractloose
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bne substractlose
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lda moneyL,x
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lda moneyL,x
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cmp looseL,x
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cmp loseL,x
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bcc zeromoney
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bcc zeromoney
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substractloose
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substractlose
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sec
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sec
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lda moneyL,x
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lda moneyL,x
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sbc looseL,x
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sbc loseL,x
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sta moneyL,x
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sta moneyL,x
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lda moneyH,x
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lda moneyH,x
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sbc looseH,x
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sbc loseH,x
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sta moneyH,x
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sta moneyH,x
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jmp skipzeroing
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jmp skipzeroing
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zeromoney
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zeromoney
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@@ -244,7 +244,8 @@ skipzeroing
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jne START
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jne START
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inc CurrentRoundNr
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inc CurrentRoundNr
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mva #0 dmactl ; issue #72
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lda #$0
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sta dmactl ; issue #72
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jsr RmtSongSelect
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jsr RmtSongSelect
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mva #sfx_silencer sfx_effect
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mva #sfx_silencer sfx_effect
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jmp MainGameLoop
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jmp MainGameLoop
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@@ -258,12 +259,15 @@ skipzeroing
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; the maximum shooting energy to 990 (it is 10*energy)
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; the maximum shooting energy to 990 (it is 10*energy)
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; the default shooting energy to 350
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; the default shooting energy to 350
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; the shooting angle is randomized
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; the shooting angle is randomized
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; of course gains an looses are zeroed
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; of course gains an loses are zeroed
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lda #song_ingame
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lda #song_ingame
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jsr RmtSongSelect
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jsr RmtSongSelect
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lda #0
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lda #0
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sta sizep0 ; P0-P1 widths
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sta sizep0+1
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tax
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tax
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@ sta singleRoundVars,x
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@ sta singleRoundVars,x
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inx
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inx
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@@ -275,8 +279,8 @@ SettingEnergies
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lda #$00
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lda #$00
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sta gainL,x
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sta gainL,x
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sta gainH,x
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sta gainH,x
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sta looseL,x
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sta loseL,x
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sta looseH,x
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sta loseH,x
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lda #99
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lda #99
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sta Energy,x
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sta Energy,x
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sta eXistenZ,x
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sta eXistenZ,x
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@@ -710,14 +714,14 @@ NotShooter
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;increases gain of tank TankNr
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;increases gain of tank TankNr
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;--------------------------------------------------
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;--------------------------------------------------
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sty EnergyDecrease
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sty EnergyDecrease
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; Loose increase
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; Lose increase
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lda looseL,x
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lda loseL,x
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clc
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clc
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adc EnergyDecrease
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adc EnergyDecrease
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sta looseL,x
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sta loseL,x
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lda looseH,x
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lda loseH,x
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adc #$00
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adc #$00
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sta looseH,x
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sta loseH,x
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; Energy now, not less than 0
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; Energy now, not less than 0
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lda Energy,x
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lda Energy,x
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cmp EnergyDecrease
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cmp EnergyDecrease
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BIN
Binary file not shown.
@@ -2064,6 +2064,10 @@ NextChar02
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dex
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dex
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bne @-
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bne @-
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lda #$01
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sta sizep0 ; P0-P1 widths
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sta sizep0+1
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; set background
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; set background
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lda #$ff
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lda #$ff
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ldx #100 ; top of the sprites
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ldx #100 ; top of the sprites
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+3
-3
@@ -58,16 +58,16 @@ moneyL
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;----------------------------------------------------
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;----------------------------------------------------
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gainH ;how much money player gets after the round
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gainH ;how much money player gets after the round
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;it is gathered during the round basing on energy
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;it is gathered during the round basing on energy
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;opponents loose after player's shoots
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;opponents lose after player's shoots
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.DS [MaxPlayers]
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.DS [MaxPlayers]
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gainL
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gainL
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.DS [MaxPlayers]
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.DS [MaxPlayers]
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;----------------------------------------------------
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;----------------------------------------------------
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looseH ;how much player looses after the round
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loseH ;how much player looses after the round
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;calculated from REAL energy loss
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;calculated from REAL energy loss
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;(not only to zero energy)
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;(not only to zero energy)
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.DS [MaxPlayers]
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.DS [MaxPlayers]
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looseL
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loseL
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.DS [MaxPlayers]
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.DS [MaxPlayers]
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;----------------------------------------------------
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;----------------------------------------------------
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Energy
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Energy
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