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smol optimization by setting default color value for DisplayOffTextNr
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@@ -467,7 +467,6 @@ missed
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;here we clear offensive text (after a shoot)
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ldy TankNr
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mva #$00 plot4x4color
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jsr DisplayOffensiveTextNr
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NextPlayerShoots
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@@ -568,8 +567,8 @@ TextAfterBFG
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sta TextNumberOff
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inc CurrentResult ; ... but increase result of winner (BFG)
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ldy TankTempY
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mva #$ff plot4x4color
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jsr DisplayOffensiveTextNr
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lda #$ff
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jsr DisplayOffensiveTextNr.notZero
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; tank flash
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ldy TankTempY
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mva TankNr temp2 ; not elegant, and probably unnecessary
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@@ -580,7 +579,6 @@ TextAfterBFG
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;Deffensive text cleanup
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;here we clear Deffensive text (after a shoot)
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ldy TankTempY
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mva #$00 plot4x4color
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jsr DisplayOffensiveTextNr
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; calculate position of the explosion (the post-death one)
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