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AI optimisations
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@@ -609,11 +609,16 @@ skipThisPlayer
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lda OptionsTable+2 ; selected gravity
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asl
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tay
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clc
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lda AIForceTable,y
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sta ForceTableL,x
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sta RandBoundaryLow
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adc #60
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sta RandBoundaryHigh
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lda AIForceTable+1,y
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sta ForceTableH,x
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jsr RandomizeForce.LimitForce
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sta RandBoundaryLow+1
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adc #0
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sta RandBoundaryHigh+1
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jsr RandomizeForce
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lda ForceTableL,x
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sta Force
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lda ForceTableH,x
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+1
-1
@@ -20,7 +20,7 @@ CashOptionH
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GravityTable .by 10,20,25,30,40
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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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AIForceTable .wo 400,500,650,750,850 ; starting shoot forces for different gravity
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AIForceTable .wo 375,470,630,720,820 ; starting shoot forces for different gravity
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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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mountainsDeltaTableH .by 0,1,3,5,7
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+7
-7
@@ -744,16 +744,16 @@ ldahashzero
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NotNegativeEnergy
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sta Energy,x
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;now increase the gain of the shooting tank
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phx
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ldx TankNr
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; phx
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ldy TankNr
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clc
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lda gainL,x
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lda gainL,y
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adc EnergyDecrease
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sta gainL,x
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lda gainH,x
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sta gainL,y
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lda gainH,y
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adc #$00
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sta gainH,x
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plx
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sta gainH,y
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; plx
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rts
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.endp
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BIN
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+3
-3
@@ -764,8 +764,8 @@ ExplosionLoop2
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;calculation
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ldx NumberOfPlayers
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dex
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DistanceCheckLoop
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dex
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lda eXistenZ,x
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jeq EndOfDistanceCheckLoop
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;here the tank exist
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@@ -838,8 +838,8 @@ UseShield
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sta TankNr ; restore TankNr value :)
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TankIsNotWithinTheRange
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EndOfDistanceCheckLoop
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txa
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jne DistanceCheckLoop
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dex
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jpl DistanceCheckLoop
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mva #sfx_silencer sfx_effect
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rts
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.endp
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