laser update
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-24
@@ -536,35 +536,31 @@ DiggerCharacter
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lda #$00
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lda #$00
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sbc #$00
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sbc #$00
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sta ybyte+1
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sta ybyte+1
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mva #0 drawFunction
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mva #0 drawFunction
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mwa xdraw LaserCoordinate
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mwa xdraw LaserCoordinate
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mwa ydraw LaserCoordinate+2
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mwa ydraw LaserCoordinate+2
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mwa xbyte LaserCoordinate+4
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mwa xbyte LaserCoordinate+4
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mwa ybyte LaserCoordinate+6
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mwa ybyte LaserCoordinate+6
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mva #sfx_lightning sfx_effect
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jsr draw
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mva #0 color
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mva #51 yc ; laser blink counter
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mwa LaserCoordinate xdraw
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@
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mwa LaserCoordinate+2 ydraw
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lda yc
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mwa LaserCoordinate+4 xbyte
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and #$01
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mwa LaserCoordinate+6 ybyte
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sta color
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mva #sfx_lightning sfx_effect
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mwa LaserCoordinate xdraw
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jsr draw
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mwa LaserCoordinate+2 ydraw
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mva #1 color
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mwa LaserCoordinate+4 xbyte
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mwa LaserCoordinate xdraw
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mwa LaserCoordinate+6 ybyte
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mwa LaserCoordinate+2 ydraw
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mva #sfx_lightning sfx_effect
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mwa LaserCoordinate+4 xbyte
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mva #sfx_lightning sfx_effect
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mwa LaserCoordinate+6 ybyte
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jsr draw
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mva #sfx_lightning sfx_effect
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jsr draw
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dec:lda yc
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mva #0 color
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bpl @-
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mwa LaserCoordinate xdraw
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mwa LaserCoordinate+2 ydraw
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mwa LaserCoordinate+4 xbyte
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mwa LaserCoordinate+6 ybyte
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mva #sfx_lightning sfx_effect
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jsr draw
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mva #1 color
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mva #1 color
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mwa LaserCoordinate xdraw
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mwa LaserCoordinate xdraw
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mwa LaserCoordinate+2 ydraw
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mwa LaserCoordinate+2 ydraw
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@@ -1795,7 +1791,7 @@ Loopi
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; we check if it is MIRV and if so, jump to MIRV routine
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; we check if it is MIRV and if so, jump to MIRV routine
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ldx TankNr
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ldx TankNr
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lda ActiveWeapon,x
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lda ActiveWeapon,x
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cmp #6 ; MIRV
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cmp #ind_MIRV___________ ; MIRV
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jeq MIRVdownLoop
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jeq MIRVdownLoop
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StillUp
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StillUp
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