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Auto Defence added
Only for test. Now all players has active Auto Defence with energy (99) before game.
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+38
-1
@@ -673,6 +673,8 @@ DistanceCheckLoop
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beq UseShieldWithEnergy
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cmp #58 ; shield with energy
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beq UseShieldWithEnergy
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cmp #60 ; Auto Defence (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
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beq UseShieldWithEnergy
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jsr DecreaseEnergyX
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jmp EndOfDistanceCheckLoop
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UseShieldWithEnergy
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@@ -1579,7 +1581,8 @@ ThereWasNoParachute
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noSmokeTracer
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sty SmokeTracerFlag
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RepeatIfSmokeTracer
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RepeatIfSmokeTracer
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RepeatFlight
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mwa ytraj+1 Ytrajold+1
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mwa xtraj+1 Xtrajold+1
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mva #%01000000 drawFunction
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@@ -1828,6 +1831,40 @@ EndOfFlight
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jmp SecondFlight
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EndOfFlight2
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mva #0 tracerflag ; don't know why
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; and now check for defensive-aggressive weapon
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lda HitFlag
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beq NoHitAtEndOfFight
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bmi NoTankHitAtEndOfFight
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; tank hit - check defensive weapon of this tank
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tax
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dex ; index of tank in X
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lda ActiveDefenceWeapon,x
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cmp #60 ; Auto Defence
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bne NoDefence
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; now run defensive-aggressive weapon - Auto Defence!
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sbb #255 LeapFrogAngle Angle ; swap angle (LeapFrogAngle - because we have strored angle in this variable)
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lsrw Force ; Force = Force / 2 - becouse earlier we multiplied by 2
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mva #1 Erase ; now erase shield
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phx
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jsr DrawTankShield
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jsr DrawTankShieldHorns
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plx
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lda #$00
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sta Erase
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sta ActiveDefenceWeapon,x ; deactivate used Auto Defence
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sta ShieldEnergy,x
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sta xtraj ; prepare coordinates
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sta ytraj
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sta xtraj+2
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sta ytraj+2
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mwa XHit xtraj+1
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sbw YHit #5 ytraj+1
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mva #1 color
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jmp RepeatFlight ; and repeat Fight
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NoTankHitAtEndOfFight
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NoHitAtEndOfFight
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NoDefence
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rts
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.endp
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