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Shield energy table added.
... for easier activation. Defensive weapon numbering revised.
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+8
-8
@@ -667,15 +667,15 @@ DistanceCheckLoop
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tay
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; check shields
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lda ActiveDefenceWeapon,x
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cmp #56 ; one hit shield
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cmp #57 ; one hit shield
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beq UseShield
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cmp #57 ; shield with energy and parachute
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cmp #58 ; shield with energy and parachute
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beq UseShieldWithEnergy
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cmp #58 ; shield with energy
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cmp #59 ; shield with energy
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beq UseShieldWithEnergy
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cmp #60 ; Auto Defence (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
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cmp #61 ; Auto Defence (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
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beq UseShieldWithEnergy
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cmp #55 ; Mag deflector (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
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cmp #56 ; Mag deflector (it works only if hit ground next to tank. Tank hit is handled in Flight proc)
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beq UseShieldWithEnergy
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jsr DecreaseEnergyX
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jmp EndOfDistanceCheckLoop
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@@ -1335,9 +1335,9 @@ ShotUnderGround
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; let's check if the given tank has got the parachute
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ldx TankNr
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lda ActiveDefenceWeapon,x
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cmp #53 ; parachute
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cmp #54 ; parachute
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beq ParachuteActive
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cmp #57 ; scheld witch energy and parachute
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cmp #58 ; scheld witch energy and parachute
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bne TankFallsX
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ParachuteActive
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inc Parachute
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@@ -1542,7 +1542,7 @@ EndOfFall
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mva #1 Erase
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ldx TankNr
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lda ActiveDefenceWeapon,x
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cmp #53 ; deactivate weapon only if parachute (53)
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cmp #54 ; deactivate weapon only if parachute (53)
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bne NoParachuteWeapon
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mva #0 ActiveDefenceWeapon,x ; deactivate defence weapon (parachute)
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NoParachuteWeapon
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