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Barrels optimisation and more
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+14
-7
@@ -722,6 +722,14 @@ ZeroesToGo6
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bne ClearPM6
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NoPlayerMissile
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BarrelChange
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ldy #$01
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lda Erase
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beq @+
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dey
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@ sty color
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jsr DrawBarrel
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; draw defensive weapons like shield ( tank number in X )
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; in xdraw, ydraw we have coordinates left LOWER corner of Tank char
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ldx TankNr
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@@ -757,7 +765,6 @@ DrawTankFlag
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jsr SetupXYdraw.X
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jsr TypeChar
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NoShieldDraw
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DrawBarrel
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DoNotDrawTankNr
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rts
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.endp
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@@ -1912,12 +1919,12 @@ X lda XtanksTableL,x
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; erase previous barrel
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;cos(Angle) (but we use sin table only so some shenanigans happen)
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mva #0 color
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lda previousBarrelAngle,x
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sta Angle
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jsr DrawBarrelTech
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mva #1 color
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; mva #0 color
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; lda previousBarrelAngle,x
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; sta Angle
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; jsr DrawBarrelTech
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;
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; mva #1 color
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ldx TankNr
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jsr SetupXYdraw
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lda angleTable,x
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