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Bouncy Castle and Tracers fixes
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@@ -407,7 +407,6 @@ NoGameOverYet
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jsr SetPMWidth
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lda #0
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sta Erase
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sta COLOR2 ; status line "off"
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sta COLOR1
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BIN
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+17
-7
@@ -1117,6 +1117,7 @@ ContinueToCheckMaxForce2
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lda MaxForceTableL,x
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sta ForceTableL,x
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@
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mva #0 Erase
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jsr DisplayStatus ;all digital values like force, angle, wind, etc.
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jsr PutTankNameOnScreen
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@@ -1194,7 +1195,6 @@ afterInventory
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lda #song_ingame
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jsr RmtSongSelect
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mva #0 escFlag
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sta Erase ; why?
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jsr DisplayStatus
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jsr SetMainScreen
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jsr WaitOneFrame
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@@ -1866,12 +1866,19 @@ EndOfFlight2
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@
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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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dex ; index of hitted tank in X
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ldy TankNr
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lda ActiveWeapon,y
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cmp #ind_Tracer_________ ; defence not fire by tracers
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beq JNoDefence
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cmp #ind_Smoke_Tracer___
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beq JNoDefence
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lda ActiveDefenceWeapon,x
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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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JNoDefence
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jmp NoDefence
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MagDeflector
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; now run defensive-aggressive weapon - Mag Deflector!
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@@ -1921,8 +1928,6 @@ NoDefence
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BouncyCastle
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mva #sfx_shield_on sfx_effect
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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 - 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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@@ -1933,13 +1938,18 @@ BouncyCastle
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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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; sta xtraj+2
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; sta ytraj+2
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sta Erase
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jsr DrawTankNr ; draw tank without shield
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ldx TankNr ; restore X value :)
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; ldx TankNr ; restore X value :) ... but we don't need X now ..
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pla
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sta TankNr ; restore TankNr value :)
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sec
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lda #180
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sbc LeapFrogAngle
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sta Angle ; swap angle (LeapFrogAngle - because we have strored angle in this variable)
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lsrw Force ; Force = Force / 2 - because earlier we multiplied by 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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