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Auto Defense -> Bouncy Castle
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+7
-7
@@ -810,7 +810,7 @@ DistanceCheckLoop
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beq UseShieldWithEnergy
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cmp #ind_Heavy_Shield___ ; shield with energy
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beq UseShieldWithEnergy
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cmp #ind_Auto_Defense___ ; Auto Defence (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
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cmp #ind_Bouncy_Castle__ ; 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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cmp #ind_Mag_Deflector__ ; Mag deflector (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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@@ -1871,8 +1871,8 @@ EndOfFlight2
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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 #ind_Auto_Defense___ ; Auto Defence
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jeq AutoDefence
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cmp #ind_Bouncy_Castle__ ; Auto Defence
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jeq BouncyCastle
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cmp #ind_Mag_Deflector__ ; Mag Deflector
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beq MagDeflector
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jmp NoDefence
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@@ -1919,12 +1919,12 @@ EndOfMagDeflector
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NoTankHitAtEndOfFight
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NoHitAtEndOfFight
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NoDefence
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lsrw Force ; Force = Force / 2 - becouse earlier we multiplied by 2
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lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
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rts ; END !!!
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AutoDefence
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; now run defensive-aggressive weapon - Auto Defence!
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BouncyCastle
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; now run defensive-aggressive weapon - Bouncy Castle (previously known as Auto Defence)!
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sbb #180 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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lsrw Force ; Force = Force / 2 - because earlier we multiplied by 2
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mva #1 Erase
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lda TankNr
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pha ; store TankNr
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