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+6
-8
@@ -474,8 +474,8 @@ missed
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jsr DisplayOffensiveTextNr
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NextPlayerShoots
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mva #1 Erase
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jsr drawtanks
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;mva #1 Erase
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;jsr drawtanks
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;before it shoots, the eXistenZ table must be
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;updated accordingly to actual energy (was forgotten, sorry to ourselves)
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@@ -514,11 +514,9 @@ B0 DEY
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;was setup of maximum energy for players
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mva #0 Erase
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jsr drawtanks
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;mva #0 Erase
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;jsr drawtanks
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;inc TankNr
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;lda TankNr
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inc:lda TankSequencePointer
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cmp NumberOfPlayers
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bne PlayersAgain
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@@ -1056,14 +1054,14 @@ rotateRight;older is lower
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bne MoveBarrelToNewPosition
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mva #$30 CharCode ; if angle goes through 0 we clear the barrel
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jsr drawtankNrX
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jsr DrawTankNr.drawtankNrX
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jmp MoveBarrelToNewPosition
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rotateLeft
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dec angleTable,x
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bpl MoveBarrelToNewPosition
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mva #$2e CharCode
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jsr drawtankNrX
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jsr DrawTankNr.drawtankNrX
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jmp MoveBarrelToNewPosition
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