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Better gifts (Buy me!)
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+1
-1
@@ -510,7 +510,7 @@ NamesOfWeapons ;the comment is an index in the tables
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dta d"Ton of Dirt " ; 27
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dta d"Liquid Dirt " ; 28
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dta d"Dirt Charge " ; 29
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dta d"Buy me! " ; 30
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dta d"Best F...g Gifts" ; 30
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dta d"Laser " ; 31
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;------defensives
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dta d"White Flag " ; 32
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@@ -484,6 +484,7 @@ NoGameOverYet
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jsr SetPMWidth
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lda #0
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sta AfterBFGflag ; reset BFG flag
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sta COLOR2 ; status line "off"
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sta COLOR1
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@@ -836,8 +837,12 @@ NoPlayerNoDeath
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inc CurrentResult
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mva #sfx_death_begin sfx_effect
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lda #77 ; mumber of defensive text after BFG!
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bit AfterBFGflag
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bmi TextAfterBFG
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; RandomizeDeffensiveText
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randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
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TextAfterBFG
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sta TextNumberOff
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ldy TankTempY
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mva #$ff plot4x4color
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BIN
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BIN
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+2
-4
@@ -795,11 +795,9 @@ Suprise ; get a random weapon
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bcc GetRandomDefensive
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GetRandomOffensive
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randomize ind_Missile________ last_offensive_____
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cmp #ind_Buy_me_________
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beq GetRandomOffensive
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tay
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; lda WeaponUnits,y ; check if weapon exist
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;cmp #ind_Buy_me_________ ; buy me do not buy buy me :)
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;beq GetRandomOffensive
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tay
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bne NoSuprise ; Y always <> 0
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GetRandomDefensive
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randomize ind_Battery________ last_defensive_____
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@@ -279,6 +279,7 @@ UpNdown .DS 1
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temptankX .DS 2
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temptankNr .DS 1
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AfterBFGflag .DS 1
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;----------------------------------------------------
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;Variables from textproc.s65
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+16
-2
@@ -49,7 +49,7 @@ ExplosionRoutines
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.word tonofdirt-1 ;Ton_of_Dirt____;_27
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.word liquiddirt-1 ;Liquid_Dirt____;_28
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.word dirtcharge-1 ;Dirt_Charge____;_29
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.word VOID-1 ;Buy_me_________;_30
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.word BFG-1 ;Buy_me_________;_30
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.word laser-1 ;Laser__________;_31
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VOID
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@@ -57,7 +57,20 @@ tracer
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rts
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.endp
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; ------------------------
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.proc BFG
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; Kill all :)
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ldx NumberOfPlayers
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dex
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lda #$00
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CheckNextTankBFG
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cpx TankNr ; not me!
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beq @+
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sta Energy,x
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@ dex
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bpl CheckNextTankBFG
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stx AfterBFGflag ; $ff
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rts
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.endp
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; ------------------------
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.proc babymissile
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mva #sfx_baby_missile sfx_effect
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@@ -1396,6 +1409,7 @@ pressedTAB
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jmp BeforeFire
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CTRLpressedTAB
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mva #sfx_purchase sfx_effect
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ldx TankNr
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lda ActiveWeapon,x
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cmp #first_offensive____ ; #0
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