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Defenses first to be activated after purchase
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-13
@@ -255,8 +255,7 @@ ManualPurchase
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jsr Purchase ; purchase weapons
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bit escFlag
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spl:rts
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mva #$ff isInventory
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jsr Purchase ; activate weapons
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jsr DefensivesActivate ; activate weapons
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bit escFlag
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spl:rts
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AfterManualPurchase
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@@ -265,7 +264,17 @@ AfterManualPurchase
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bne @-
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rts
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.endp
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;--------------------------------------------------
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.proc DefensivesActivate
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;--------------------------------------------------
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; This proc call Inventory and set Defensives activation first
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mwa #ListOfDefensiveWeapons WeaponsListDL ;switch to the list of offensive weapons
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mva #$ff IsInventory
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mva #$01 WhichList
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; offensive weapon - 0, deffensive - 1
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jmp Purchase.GoToActivation
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.endp
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;--------------------------------------------------
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.proc Purchase ;
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;--------------------------------------------------
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@@ -274,6 +283,14 @@ AfterManualPurchase
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; Rest of the data is taken from appropriate tables
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; and during the purchase these tables are modified.
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mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons
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; we are clearing list of the weapons
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mva #$00 WhichList
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; offensive weapon - 0, deffensive - 1
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GoToActivation
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mva #$ff LastWeapon
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; mva #0 dmactl
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VDLI DLIinterruptText ; jsr SetDLI for text (purchase) screen
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jsr PMoutofScreen
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@@ -286,22 +303,14 @@ AfterManualPurchase
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bpl @+
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lda #song_inventory
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@ jsr RmtSongSelect
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mwa #ListOfWeapons WeaponsListDL ;switch to the list of offensive weapons
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ldx tankNr
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lda TankStatusColoursTable,x
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sta COLOR2
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; we are clearing list of the weapons
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mva #$ff LastWeapon
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mva #$00 WhichList
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; offensive weapon - 0, deffensive - 1
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; there is a tank (player) number in tanknr
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; we are displaying name of the player
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tay ; 0 to y
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ldy #0
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lda tanknr
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:3 asl ; 8 chars per name
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tax
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