mirror of
https://github.com/Pecusx/scorch_src.git
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cosmetic edits
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+1
-1
@@ -18,7 +18,7 @@ CashOptionL ;(one zero less than on the screen)
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CashOptionH
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CashOptionH
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.by 0,>200,>500,>800,>1000
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.by 0,>200,>500,>800,>1000
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GravityTable .by 10,20,25,30,40
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GravityTable .by 10,20,25,30,40
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MaxWindTable .by 5,20,40,60,80
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MaxWindTable .by 5,20,40,70,99
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RoundsTable .by 10,20,30,40,50
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RoundsTable .by 10,20,30,40,50
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flyDelayTable .by 255,150,75,35,1
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flyDelayTable .by 255,150,75,35,1
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seppukuTable .by 255, 45,25,15,9
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seppukuTable .by 255, 45,25,15,9
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BIN
Binary file not shown.
+29
-33
@@ -214,9 +214,7 @@ FunkyBombLoop
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lda random
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lda random
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lsr
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lsr
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and #%00011111
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and #%00011111
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bcc DoNotEor
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scc:eor #$ff
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eor #$ff
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DoNotEor
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sta Angle
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sta Angle
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lda #0
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lda #0
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@@ -231,6 +229,7 @@ DoNotEor
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lda HitFlag
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lda HitFlag
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beq NoExplosionInFunkyBomb
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beq NoExplosionInFunkyBomb
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mva #sfx_baby_missile sfx_effect
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mva #sfx_baby_missile sfx_effect
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mva #11 ExplosionRadius
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jsr xmissile
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jsr xmissile
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NoExplosionInFunkyBomb
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NoExplosionInFunkyBomb
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dec FunkyBombCounter
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dec FunkyBombCounter
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@@ -1556,7 +1555,7 @@ RepeatIfSmokeTracer
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stx LeapFrogAngle ; we will need it later
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stx LeapFrogAngle ; we will need it later
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;Angle works like this:
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;Angle works like this:
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;0 'degrees' is sraight up
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;0 'degrees' is straight up
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;90 'degrees' is horizontally right
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;90 'degrees' is horizontally right
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;255 is straight up (same as 0)
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;255 is straight up (same as 0)
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;255-90 (165) horizontally left
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;255-90 (165) horizontally left
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@@ -1734,13 +1733,13 @@ FlightLeft
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lda goleft
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lda goleft
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bne FlightsLeft ;blow on bullet flighting left
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bne FlightsLeft ;blow on bullet flighting left
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lda WindOrientation
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lda WindOrientation
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bne WindToLeft
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bne LWindToRight
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beq LWindToLeft
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beq LWindToLeft
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FlightsLeft
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FlightsLeft
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lda WindOrientation
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lda WindOrientation
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beq LWindToRight
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beq LWindToRight
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LWindToLeft
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LWindToLeft
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; here Wind to right, bullet goes right as well, so vx=vx+Wind
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; here Wind to right, bullet goes right as well, so vx=vx+Wind
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; here Wind to left, bullet goes left as well, so vx=vx+Wind
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; here Wind to left, bullet goes left as well, so vx=vx+Wind
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clc
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clc
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@@ -1757,23 +1756,23 @@ LWindToLeft
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adc #0
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adc #0
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sta vx+3
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sta vx+3
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jmp @+
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jmp @+
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WindToLeft
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LWindToRight
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LWindToRight
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;Wind to left, bullet right, so vx=vx-Wind
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;Wind to left, bullet right, so vx=vx-Wind
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;Wind to right, bullet left, so vx=vx-Wind
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;Wind to right, bullet left, so vx=vx-Wind
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sec
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sec
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lda vx
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lda vx
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sbc Wind
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sbc Wind
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sta vx
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sta vx
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lda vx+1
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lda vx+1
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sbc Wind+1
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sbc Wind+1
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sta vx+1
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sta vx+1
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lda vx+2
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lda vx+2
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sbc #0
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sbc #0
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sta vx+2
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sta vx+2
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lda vx+3
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lda vx+3
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sbc #0
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sbc #0
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sta vx+3
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sta vx+3
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@
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@
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mwa xtrajold+1 xdraw
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mwa xtrajold+1 xdraw
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mwa ytrajold+1 ydraw
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mwa ytrajold+1 ydraw
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@@ -1813,8 +1812,7 @@ SkipCollisionCheck
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jsr UnPlot
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jsr UnPlot
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NoUnPlot
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NoUnPlot
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; jsr PlotPointer
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jmp Loopi
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jmp Loopi
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Hit
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Hit
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@@ -1886,7 +1884,7 @@ SecondFlight .proc
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sbc #0
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sbc #0
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sta ytraj+2
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sta ytraj+2
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ldy #100
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ldy #100 ; ???
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mva #1 tracerflag ; I do not know (I mean I think I know ;) )
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mva #1 tracerflag ; I do not know (I mean I think I know ;) )
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; 10 years later - I do not know!!!
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; 10 years later - I do not know!!!
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; 20 years later - still do not know :]
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; 20 years later - still do not know :]
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@@ -1975,12 +1973,10 @@ MIRVcopyParameters
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ldx #$FF ; it will turn 0 in a moment anyway
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ldx #$FF ; it will turn 0 in a moment anyway
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stx MirvMissileCounter
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stx MirvMissileCounter
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mrLoopi
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mrLoopi
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inc MirvMissileCounter
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inc:lda MirvMissileCounter
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lda MirvMissileCounter
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cmp #5
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cmp #5
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bne mrLoopix
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sne:mva #0 MirvMissileCounter
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mva #0 MirvMissileCounter
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mrLoopix
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ldx MirvMissileCounter
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ldx MirvMissileCounter
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; Y changes only for bullet number 0
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; Y changes only for bullet number 0
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; because rest of the bullets have the same Y (height)
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; because rest of the bullets have the same Y (height)
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@@ -2142,7 +2138,7 @@ MIRVcheckCollision
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lda xtraj02,x
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lda xtraj02,x
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adc #>mountaintable
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adc #>mountaintable
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sta temp+1
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sta temp+1
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; adw mountaintable --- it does not work!!!!!!!! and should! (OMC bug?) #temp
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ldy #0
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ldy #0
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lda ytraj+1
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lda ytraj+1
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cmp (temp),y
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cmp (temp),y
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@@ -2290,9 +2286,9 @@ CalculateExplosionRange0
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lda #0
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lda #0
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sta RangeRight
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sta RangeRight
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sta RangeRight+1
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sta RangeRight+1
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mva #11 ExplosionRadius
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mva #11 ExplosionRadius ; what is this magic value?
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;--------------------------------------------------
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;--------------------------------------------------
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CalculateExplosionRange .proc
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.proc CalculateExplosionRange
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;--------------------------------------------------
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;--------------------------------------------------
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;calculates total horizontal range of explosion by
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;calculates total horizontal range of explosion by
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;"summing up" ranges of all separate explosions
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;"summing up" ranges of all separate explosions
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