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Teams names display
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+19
-4
@@ -341,6 +341,9 @@ AfterManualPurchase
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GoToActivation
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GoToActivation
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mva #$ff LastWeapon
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mva #$ff LastWeapon
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ldx TankNr
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jsr SetTeamsOrPlayerHeaders
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; we are clearing list of the weapons
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; we are clearing list of the weapons
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jsr ClearLists ; fast lists clear
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jsr ClearLists ; fast lists clear
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@@ -1862,6 +1865,7 @@ EndOfCredits
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;-------------------------------------------------
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;-------------------------------------------------
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.proc PutTankNameOnScreen
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.proc PutTankNameOnScreen
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;-------------------------------------------------
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;-------------------------------------------------
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jsr SetTeamsOrPlayerHeaders
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; puts name of the tank on the screen
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; puts name of the tank on the screen
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ldy #$00
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ldy #$00
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; lda TankNr
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; lda TankNr
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@@ -2104,11 +2108,12 @@ AngleDisplay
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rts
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rts
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.endp
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.endp
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;-------------------------------------------------
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;-------------------------------------------------
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/* .proc SetTeamsOrPlayerHeaders
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.proc SetTeamsOrPlayerHeaders
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; TankNr in X register
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mwa #Player_Header temp
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mwa #Player_Header temp
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ldy #$05 ; 6 characters
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ldy #$05 ; 6 characters
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lda TeamGame
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bit TeamGame
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beq no_teams
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bvc no_teams
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mwa #Team_Header temp
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mwa #Team_Header temp
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no_teams
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no_teams
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lda (temp),y
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lda (temp),y
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@@ -2116,8 +2121,18 @@ no_teams
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sta purchaseTextBuffer,y
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sta purchaseTextBuffer,y
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dey
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dey
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bpl no_teams
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bpl no_teams
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bit TeamGame
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bvc no_teams2
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txa
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ror
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bcc A_Team
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B_Team
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inc statusBuffer
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inc purchaseTextBuffer
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A_Team
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no_teams2
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rts
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rts
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.endp */
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.endp
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;-------------------------------------------------
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;-------------------------------------------------
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.proc DisplayWeaponName
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.proc DisplayWeaponName
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; nr of weapon in A, address to put in weaponPointer
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; nr of weapon in A, address to put in weaponPointer
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